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Showing 1 to 15 of 21 results Save | Export
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2018
Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tournament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this paper, the author shares his multi-year experience of…
Descriptors: Games, Computer Science Education, Programming, Programming Languages
Al-Makhzoomy, Alaa Khalaf – ProQuest LLC, 2018
The study investigated the effect of Game Development-Based Learning (GDBL) on the ability of IT undergraduates in Jordanian universities to define the concepts of computer programming and Object-Oriented Programming (OOP) and their ability to program in C++. An instruction was designed for an eight-week-long online course to allow the…
Descriptors: Foreign Countries, Games, Information Technology, Undergraduate Students
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Esteve-Mon, Francesc M.; Adell-Segura, Jordi; Llopis Nebot, María Ángeles; Valdeolivas Novella, Gracia; Pacheco Aparicio, Julio – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack…
Descriptors: Computation, Thinking Skills, Skill Development, Robotics
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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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Laiti, Outi Kaarina; Frangou, Satu-Maarit – International Journal of Multicultural Education, 2019
This article addresses how, in the Arctic regions, indigenous traditional educational approaches focus on the cultural background of the people and their social learning customs in today's context. The development of Arctic pedagogical approaches is discussed in light of experiences collected in Finnish Lapland in 2017 with the Sámi people.…
Descriptors: Indigenous Populations, Indigenous Knowledge, Social Influences, Interaction
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Sakibayev, Razakh; Sakibayev, Spartak; Sakibayeva, Bela – Australian Educational Computing, 2018
The article contains the results of the study conducted in order to discover the most effective ways of developing students' programming abilities with the means of non-programming disciplines and activities. The authors observe the learning practices and habits employed by students with highly developed programming abilities and compare these…
Descriptors: Programming, Mathematics Skills, Interdisciplinary Approach, Games
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Spott, Jessica L., Ed.; Sobehrad, Lane J., Ed.; Hite, Rebecca L., Ed. – IGI Global, 2023
Locally or individually, STEM programs provide additional opportunities to engage K-12 students, including those from marginalized groups, with the support of STEM outreach organizations through the co-construction and implementation of STEM activities during school, out of school, at home, and in the community. Research suggests that…
Descriptors: STEM Education, Elementary Secondary Education, Partnerships in Education, School Community Programs
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
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Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Edgington, Jeffrey Michael – ProQuest LLC, 2010
Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. …
Descriptors: Video Technology, Computer Science Education, Fundamental Concepts, Investigations
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
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Sherrell, Linda; Krishna, Bhagavathy; Velaga, Natasha; Vejandla, Pavan; Satharla, Mahesh – Journal of Computers in Mathematics and Science Teaching, 2010
Agile methodologies have become increasingly popular among software developers as evidenced by industrial participation at related conferences. The popularity of agile practices over traditional techniques partly stems from the fact that these practices provide for more customer involvement and better accommodate rapidly changing requirements,…
Descriptors: Computer Software, Methods, Independent Study, Graduate Students
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Burton, Brian G.; Martin, Barbara N. – Journal of Educational Computing Research, 2010
The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…
Descriptors: Cooperation, Virtual Classrooms, Educational Environment, Case Studies
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Bednar, Lucy – Business Communication Quarterly, 2008
As many teachers of communication come to realize, students often operate under the misconception that the effective use of language consists primarily of memorizing and applying the rules and regulations of grammar. Even worse, some students believe that they must inherit a talent for language and that without a genetic predisposition, they can…
Descriptors: Language Usage, Technical Writing, Communication Skills, High School Seniors
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