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Journal of Educational Computing Research

2010 Volume 42, Number 3

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Table of Contents

Number of articles: 5

  1. Adding Instructional Features that Promote Learning in a Game-Like Environment

    Richard E. Mayer & Cheryl I. Johnson

    Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors... More

    pp. 241-265

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  2. Computerized Pedagogical Agents as an Educational Means for Developing Physical Self-Efficacy and Encouraging Activity in Youth

    Melissa Murray & Gerson Tenenbaum

    Physical activity participation rates in the United States have been in steady decline for the last 25 years, so much so that 60% of youth ages 9-13 years get no physical activity outside of school... More

    pp. 267-283

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  3. Does Computer Use Promote the Mathematical Proficiency of ELL Students?

    Sunha Kim & Mido Chang

    The study explored the effects of computer use on the mathematical performance of students with special attention to ELL students. To achieve a high generalizability of findings, the study used a U... More

    pp. 285-305

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  4. Enhancing Time-Connectives with 3D Immersive Virtual Reality (IVR)

    David Passig & Sigal Eden

    This study sought to test the most efficient representation mode with which children with hearing impairment could express a story while producing connectives indicating relations of time and of... More

    pp. 307-325

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  5. Virtual School Pedagogy: The Instructional Practices of K-12 Virtual School Teachers

    Meredith DiPietro

    K-12 virtual schooling is gaining recognition as an alternative to the traditional face-to-face educational setting by providing students with access to anytime, anywhere learning opportunities.... More

    pp. 327-354

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