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Jyoti Wadmare; Dakshita Kolte; Kapil Bhatia; Palak Desai; Ganesh Wadmare – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: This paper highlights an innovative and impactful online operating system algorithms e-learning tool in engineering education. Background: Common teaching methodologies make it difficult to teach complex algorithms of operating systems. This paper presents a solution to this problem by providing simulations of different complex…
Descriptors: Engineering, Science Education, Material Development, Computer Simulation
Dayae Yang – ProQuest LLC, 2024
This dissertation follows a manuscript-style format, beginning with an introduction and literature review, followed by three distinct studies and a concluding section. All three studies use "Lucky Codes," an educational board game designed to foster computational thinking skills in elementary students, as the intervention. The first…
Descriptors: Elementary Secondary Education, Educational Games, Game Based Learning, Computation
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Kiera E. B. McMaster; Saskia de Wildt; Sam Mishos; Erica Shardlow; Heather Castleden – Journal of Geography in Higher Education, 2025
Punk has its roots in the garage bands of the 1960s and 1970s as expressions of resistance to mainstream music. Punk, however, has evolved over time to encompass rebellion and an ethic of DIY (i.e. do it yourself) not just in music but in other domains to reject the status quo. Punk can be found in the university too. Podcasting and zines, for…
Descriptors: Audio Equipment, Electronic Publishing, Programming (Broadcast), Material Development
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Christina N. Morra; Sarah J. Adkins; M. Elizabeth Barnes; Obadiah J. Pirlo; Ryleigh Fleming; Bianca J. Convers; Sarah P. Glass; Michael L. Howell; Samiksha A. Raut – Journal of Microbiology & Biology Education, 2024
Misinformation regarding vaccine science decreased the receptiveness to COVID-19 vaccines, exacerbating the negative effects of the COVID-19 pandemic on society. To mitigate the negative societal impact of the COVID-19 pandemic, impactful and creative science communication was needed, yet little research has explored how to encourage COVID-19…
Descriptors: Undergraduate Students, COVID-19, Immunization Programs, Pandemics
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Hansen, Ole Henrik Borchgrevink; Toft, Audun – Human Rights Education Review, 2022
The purpose of this article is to analyse and discuss "Selma and the Quest for the Perfect Faith," a TV series made by The Norwegian Broadcasting Corporation and promoted for use in schools, and the accompanying teaching material about freedom of religion made by Save the Children. We discuss the series and material critically from a…
Descriptors: Civil Rights, Foreign Countries, Television, Programming (Broadcast)
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Hsu, Ting-Chia; Chen, Mu-Sheng – Research and Practice in Technology Enhanced Learning, 2022
This research explored the creative thinking, learning achievement, and engagement of students when they integrated the application of the personal audio classifier (PAC) into the competition of a computational thinking (CT) board game (i.e., the experimental group), or did not integrate it into the competition but only collaborated with peers to…
Descriptors: Learner Engagement, Robotics, Games, Computation
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Peñarroja, Manuel Rodríguez – International Journal of Instruction, 2021
The teaching and acquisition of foreign language pragmatics as a part of the communicative competence paradigm has been reported as essential since the deviation from the Chomskian competence-based model to a more performative one in the '80s. Despite this change, only a few course books include or are designed on a teaching pragmatics basis. As…
Descriptors: Pragmatics, Computational Linguistics, Second Language Learning, Second Language Instruction