c*********8 发帖数: 1327 | 1 需推荐五名
影响因子不高,1.x
请站内 first name, last name, email, 简短的biosketch (几句话的summary即可)
多谢
------------------------------------------------------------------
The Journal of Educational Computing Research is a peer-reviewed,
interdisciplinary scholarly journal that publishes the latest in research
reports and critical analyses on educational computing for both theorists
and practitioners. The Journal addresses four primary areas of research
interests:
The outcome effects of educational computing applications, featuring
findings from a variety of disciplinary perspectives which include the
social, behavioral, physical, and computational sciences;
The design and development of innovative computer hardware and software for
use in educational environments;
The interpretation and implications of research in educational computing
fields;
The theoretical and historical foundations of computer-based education.
The terms "education" and "computing" are viewed broadly. “Education”
refers to the use of computer-based technologies at all levels of the formal
education system, business and industry, home-schooling, lifelong learning,
and unintentional learning environments. “Computing” refers to all forms
of computer applications and innovations - both hardware and software. For
example, this could range from mobile and ubiquitous computing to immersive
3D simulations and games to computing-enhanced virtual learning environments
. Each issue features articles useful for practitioners and theorists alike.
peer-reviewed interdisciplinary research into the applications, effects, and
implications of computer-based education. The Journal features articles
useful for practitioners and theorists alike.
The terms "education" and "computing" are viewed broadly. “Education”
refers to the use of computer-based technologies at all levels of the formal
education system, business and industry, home-schooling, lifelong learning,
and unintentional learning environments. “Computing” refers to all forms
of computer applications and innovations - both hardware and software. For
example, this could range from mobile and ubiquitous computing to immersive
3D simulations and games to computing-enhanced virtual learning environments
. |
|