Journal of Educational Computing Research
Classroom Applications of Technology | ICT | STEM (Science, Technology, Engineering, Mathematics)
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 learning outcomes effects of educational computing applications, featuring findings from a variety of disciplinary perspectives which include the social, behavioral, physical, and computational sciences;
- The design, development, and effectiveness for learning, due to innovative computer hardware and software dedicated for use in educational learning environments;
- The interpretation and implications of research in educational learning 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.
This journal is a member of the Committee on Publication Ethics (COPE).
The goal of this Journal is to provide an international scholarly publication forum for 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.
Robert H. Seidman | Southern New Hampshire University |
John Seely Brown | Xerox Palo Alto Research Center, USA |
Mark R. Lepper | Stanford University, USA |
Thomas T. Liao | State University of New York at Stony Brook, USA |
Richard E. Mayer | University of California, Santa Barbara, USA |
T. A. Mikropoulos | University of Ionnina, Greece |
Oi-Lam Ng | The Chinese University of Hong Kong, Hong Kong |
Harry F. O'Neil, Jr. | University of Southern California, USA |
Nancy Roberts | Lesley University, USA |
Michael Scriven | |
Elliot Soloway | University of Michigan, USA |
Karl L. Zinn | University of Michigan, USA |
Manuscript submission guidelines can be accessed on Sage Journals.