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Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
Fadip Audu Nannim; Nnenna Ekpereka Ibezim; George Chibuike Agbo; Chukwuma Mgboji; Saint Oliver Rotachukwu Ngwoke; Moeketsi Mosia – ACM Transactions on Computing Education, 2025
The integration of digital technology into various sectors has transformed education globally, yet its adoption in Nigeria remains constrained by a lack of adequately trained personnel. This study addresses this gap by developing a Project-Based Arduino Robot Application (PARA) for teaching Robotics Programming to preservice teachers. A Research…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Programming
von Hausswolff, Kristina – Computer Science Education, 2022
Background and Context: Research in programming education seems to show that hands-on writing at the keyboard is beneficial for learning, but we lack an explanation of why that is and an underlying theory to anchor that explanation. Objective: The first objective is to lay out a theoretical foundation for understanding the learning situation when…
Descriptors: Programming, Computer Science Education, Novices, Student Experience
Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
Ammar, Salwa; Kim, Min Jung; Masoumi, Amir H.; Tomoiaga, Alin – Decision Sciences Journal of Innovative Education, 2023
Over the past few years, academics have undertaken initiatives to bridge the gap between theory and practice in the ever-growing field of business analytics, including implementing real-life student projects in all shapes and forms. Every year since 2015, Manhattan College has invited student teams from across North America and elsewhere in the…
Descriptors: Business, Data Analysis, Business Administration Education, Intercollegiate Cooperation
System-Based Ontology for Assessing Learner's Programming Practical Works Activities (S_Onto_ALPPWA)
Boussaha, Karima; Mokhati, Farid; Hanneche, Amira – International Journal of Web-Based Learning and Teaching Technologies, 2021
This article introduces a new learner's self-assessment environment as CEHL that allows comparison of learners' programs with those elaborated by the teacher. The subjacent idea is to indirectly compare programs through their graphical representations described by ontologies. So, CEHL developed so-called S_Onto_ALPPWA which allows comparing…
Descriptors: Self Evaluation (Individuals), Programming, Computer Uses in Education, Comparative Analysis
Kerins, Andrew J. – Schole: A Journal of Leisure Studies and Recreation Education, 2023
Teaching an online course was always something I resisted. Like many of the colleagues I have talked to, I was worried that the lack of face-to-face interaction would significantly take away from the quality of the education for the students. With a class like Recreation Programming, I knew that students needed hands-on experience with running a…
Descriptors: Recreational Programs, Teaching Methods, Online Courses, Programming
Alex Fegely; Cory Gleasman; Tammi Kolski – Educational Technology Research and Development, 2024
Computer science teaching standards for grades K-8 have been implemented in nearly all U.S. states, and the core subject area teachers (e.g., math, science, English, social studies) have been asked to integrate these standards into their instruction. Thus, it is important that K-8 pre-service teachers of all subjects are both prepared and…
Descriptors: Educational Technology, Robotics, Shared Resources and Services, Preservice Teacher Education
Shaltayev, Dmitriy – Decision Sciences Journal of Innovative Education, 2021
In this article, we describe the use of linear programming in conjunction with an online simulation game in an undergraduate supply chain management class. Supply chain management is a required course for students enrolled in a Business Administration program with a concentration in management. It delivers a broad overview of the supply chain…
Descriptors: Undergraduate Students, Educational Games, Computer Simulation, Computer Games
Exploring the Usability of Virtual Robotics Programming Curriculum for Robotics Programming Teaching
Kiliç, Servet; Gökoglu, Seyfullah – Informatics in Education, 2022
This study aims to explore the usability of the virtual robotics programming curriculum (VRP-C) for robotics programming teaching. Pre-service computer science (CS) teachers were trained for robotics programming teaching by using VRP-C in a scientific education activity. After training, views of the participants were revealed by using a scale and…
Descriptors: Usability, Robotics, Virtual Classrooms, Programming
Maaravi, Yossi – Innovations in Education and Teaching International, 2020
In the current article, the already existing process of "hackathons" was used to teach management or organisational consulting. Two separate events were conducted with dozens of students working in teams for twelve straight hours to solve real organisational challenges. Results from post-event surveys indicate that participants -…
Descriptors: College Students, Business Administration Education, Consultants, Experiential Learning
St. John, Jeremy; St. John, Karen; St. John, Christopher – Journal of Education for Business, 2023
Teamwork skills are an important part of business school curriculum typically taught using project-based experiential methods. This paper presents best practices for teaching teamwork skills to Gen Z students using a project-based learning, peer mentoring approach. With experiential learning theory as a guide, an interdisciplinary process was…
Descriptors: Student Projects, Active Learning, Interdisciplinary Approach, Peer Relationship
Balaji Kalluri; Prajish Prasad; Prakrati Sharma; Divyaansh Chippa – IEEE Transactions on Education, 2024
Contribution: This article proposes a new theoretical model with a goal to develop future human computational thinking (CT) in foundational computer science (CS) education. The model blends six critical types of thinking, i.e., logical thinking, systems thinking, sustainable thinking, strategic thinking, creative thinking, and responsible thinking…
Descriptors: Computation, Thinking Skills, Computer Science Education, Critical Thinking
Nathan A. Quarderer; Leah Wasser; Anne U. Gold; Patricia Montaño; Lauren Herwehe; Katherine Halama; Emily Biggane; Jessica Logan; David Parr; Sylvia Brady; James Sanovia; Charles Jason Tinant; Elisha Yellow Thunder; Justina White Eyes; LaShell Poor Bear/Bagola; Madison Phelps; Trey Orion Phelps; Brett Alberts; Michela Johnson; Nathan Korinek; William Travis; Naomi Jacquez; Kaiea Rohlehr; Emily Ward; Elsa Culler; R. Chelsea Nagy; Jennifer Balch – Journal of Statistics and Data Science Education, 2025
Today's data-driven world requires earth and environmental scientists to have skills at the intersection of domain and data science. These skills are imperative to harness information contained in a growing volume of complex data to solve the world's most pressing environmental challenges. Despite the importance of these skills, Earth and…
Descriptors: Electronic Learning, Earth Science, Environmental Education, Science Education
Lily R. Liang; Rui Kang – International Journal for the Scholarship of Teaching and Learning, 2024
This study examines the impact of a situated learning class framework on student learning and sense of belonging in a first-year introductory computer programming course offered at an urban commuter campus. The framework provided students opportunities to engage in hands-on activities embedded in authentic contexts facilitated or led by students…
Descriptors: Undergraduate Students, Computer Science Education, Commuting Students, Sense of Community