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Minji Jeon; Kyungbin Kwon – TechTrends: Linking Research and Practice to Improve Learning, 2024
This study investigated the computational thinking (CT) practices of eight pre-service teachers through their Scratch and Python programs. Conducted within an undergraduate-level computer science education course, students learned CT concepts via parallel instruction in block-based programming (Scratch) and text-based programming (Python). The…
Descriptors: Preservice Teacher Education, Preservice Teachers, Computation, Cognitive Processes
Ruiz, Jenny; Serral Asensio, Estefania; Snoeck, Monique – IEEE Transactions on Learning Technologies, 2020
The user interface (UI) is a key component of an interactive software application; therefore, it is important to provide software developers with basic UI design skills. However, teaching UI design is challenging, even at a basic level, and there is little teaching support. In this article, we investigate the benefits of the feedback-enriched…
Descriptors: Computer Interfaces, Computer System Design, Computer Software, Feedback (Response)
Soboleva, Elena V.; Karavaev, Nikita L. – European Journal of Contemporary Education, 2020
The study is aimed at solving a problem generated by the necessity to change the organizational forms of digital learning to prepare graduates who meet the requirements of today's labor market; who are equipped with teamwork skills and skills of project-management under uncertainty which are especially relevant nowadays. The purpose of the study…
Descriptors: Active Learning, Student Projects, Teamwork, Computer System Design
Hendikawati, Putriaji; Zahid, Muhammad Zuhair; Arifudin, Riza – International Journal of Instruction, 2019
Computer Assisted Instruction (CAI) is one form of advances in information technology and computers that are proliferating today that can access anywhere and can be utilised as innovative learning resources. This research aims to develop Android-based Computer Assisted Instruction and evaluate its effectiveness. The Android-based CAI media were…
Descriptors: Handheld Devices, Computer Assisted Instruction, Instructional Effectiveness, Independent Study
Shahzad, Muhammad; Nadeem, Muhammad Asif; U-Nisa, Zaib – Pakistan Journal of Distance and Online Learning, 2021
The study was conducted in three phases that is testing, using multimedia and observation of the controlled group. Major objective of the research were to assess the implications of software development design on learners and to identify effects of interactive multimedia environment on learning patterns of learners' at graduate level. The…
Descriptors: Educational Environment, Multimedia Instruction, Instructional Effectiveness, Hypermedia
Hamid, Muliadi Abdul; Salleh, Sallimah; Laxman, Kumar – International Journal of Technology in Education and Science, 2020
The present study sought to explore and explain the factors influencing students? acceptance of the Learning Management Systems (LMS) as well as to explain the effectiveness of using LMS in teaching and learning in the School of Business. The research model employed the Technology Acceptance Model (TAM) as the theoretical framework and extends it…
Descriptors: Integrated Learning Systems, Foreign Countries, Instructional Effectiveness, Learner Engagement
Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Larraza-Mendiluze, Edurne; Garay-Vitoria, Nestor; Soraluze, Iratxe; Martín, José; Muguerza, Javier; Ruiz-Vazquez, Txelo – ACM Transactions on Computing Education, 2016
The computer input/output (I/O) subsystem and its functioning are very abstract concepts that are difficult for undergraduate freshmen to understand. However, it is important that freshmen assimilate these low-level concepts if they are going to be taught about the operating systems (OS) working over that architecture layer, or working directly…
Descriptors: Active Learning, Student Projects, Computer Science Education, College Freshmen
Manzon, Elliott – Marketing Education Review, 2017
Students can become disengaged from marketing material if they cannot see the direct application. Marketing material needs to be applied to a meaningful business task to engage and motivate students. This article introduces the Kickstarter Active Learning Project--an innovative semester-long project in which students create a Kickstarter…
Descriptors: Active Learning, Student Participation, Learner Engagement, Marketing
Selver, M. Alper – IEEE Transactions on Education, 2016
Medical imaging systems (MIS) constitute an important emergent subdiscipline of engineering studies. In the context of electrical and electronics engineering (EEE) education, MIS courses cover physics, instrumentation, data acquisition, image formation, modeling, and quality assessment of various modalities. Many well-structured MIS courses are…
Descriptors: Design, Medical Education, Laboratory Experiments, Engineering Technology
Kavitha, R. K.; Ahmed, M. S. – Education and Information Technologies, 2015
Agile software development is an iterative and incremental methodology, where solutions evolve from self-organizing, cross-functional teams. Pair programming is a type of agile software development technique where two programmers work together with one computer for developing software. This paper reports the results of the pair programming…
Descriptors: Knowledge Management, Educational Environment, Case Studies, Programming
Buchanan, Sarah; Laviola, Joseph J., Jr. – ACM Transactions on Computing Education, 2014
We present CSTutor, a sketch-based interface designed to help students understand data structures, specifically Linked Lists, Binary Search Trees, AVL Trees, and Heaps. CSTutor creates an environment that seamlessly combines a user's sketched diagram and code. In each of these data structure modes, the user can naturally sketch a data structure on…
Descriptors: Computer Science Education, Visual Aids, Computer Uses in Education, Computer Interfaces
Neo, Mai; Park, Heykyung; Lee, Min-Jae; Soh, Jian-Yuan; Oh, Ji-Young – Turkish Online Journal of Educational Technology - TOJET, 2015
Educators today are moving towards transforming their teaching and learning methods from conventional teacher-centered approaches to student-centered learning approaches with the support of technology so as to better motivate students to participate and engage in their learning process. This study was developed as a joint collaborative effort…
Descriptors: Learning Modules, Electronic Learning, Student Attitudes, Health Services
Lee, Jong Hyuk; Lee, Seung Eun; Yu, Heon Chang; Suh, Taeweon – IEEE Transactions on Education, 2012
This paper presents a pipelined CPU design project with a field programmable gate array (FPGA) system in a computer architecture course. The class project is a five-stage pipelined 32-bit MIPS design with experiments on the Altera DE2 board. For proper scheduling, milestones were set every one or two weeks to help students complete the project on…
Descriptors: Computer Science Education, Computer System Design, Experiential Learning, Student Projects