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Showing all 11 results Save | Export
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Jenkins, Brian C. – Journal of Economic Education, 2022
The author of this article describes a new undergraduate course where students use Python programming for macroeconomic data analysis and modeling. Students develop basic familiarity with dynamic optimization and simulating linear dynamic models, basic stochastic processes, real business cycle models, and New Keynesian business cycle models.…
Descriptors: Undergraduate Students, Programming Languages, Macroeconomics, Familiarity
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Storjak, Ivana; Krzic, Ana Sovic; Jagust, Tomislav – IEEE Transactions on Education, 2022
Contribution: Understanding pupils' conceptualization of robots and programming can help teachers to avoid a disconfirmation experience by selecting more appropriate educational tools, robot designers in improving the robot design, and researchers in further improvement of the field. Background: Human-robot interaction (HRI) is affected by the…
Descriptors: Elementary School Students, Schemata (Cognition), Robotics, Programming
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Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
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Kanaki, Kalliopi; Kalogiannakis, Michail – Education and Information Technologies, 2018
Objects are everywhere. People deal with them from the beginning of their lives. From babyhood, they start to recognise them and, progressively, learn to define their attributes and designate the actions related to them. Although the basis of object-oriented programming is translating real-world objects into the object-oriented code, learning…
Descriptors: Teaching Methods, Preschool Education, Preschool Children, Physical Sciences
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Zilka, Gila Cohen – Interchange: A Quarterly Review of Education, 2018
Children and adolescents are exposed to a huge variety of communication channels. In this study, we examined the relationship between medium preference and content consumed, and the factors of preference by Israeli children and adolescents, with reference to socio-demographic characteristics. This is a quantitative, mixed-method study with a…
Descriptors: Correlation, Preferences, Internet, Television
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Kita, Caroline A.; Eley, Michelle R. – Unterrichtspraxis/Teaching German, 2019
This article examines how the radio drama, or "Hörspiel", might be successfully implemented in the German classroom to train students' ability to listen for context. "Hörspiele" can help students reduce their dependency on visual stimuli, develop critical and discerning listening skills, and acquire familiarity with a…
Descriptors: Acoustics, Radio, Programming (Broadcast), Second Language Learning
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Glover, Rebecca J.; Garmon, Lance C.; Hull, Darrell M. – Journal of Moral Education, 2011
This study extends the examination of moral content in the media by exploring moral messages in television programming and viewer characteristics predictive of the ability to perceive such messages. Generalisability analyses confirmed the reliability of the Media's Moral Messages (MMM) rating form for analysing programme content and the existence…
Descriptors: Ethical Instruction, Familiarity, Programming (Broadcast), Television
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Ghani, Erlane K.; Jusoff, Kamaruzaman – International Education Studies, 2009
An extensive literature has emerged in the past decade that examined financial reporting in a digital environment. This study extends this literature by examining the factors that may influence the preference of a digital presentation format. Using questionnaire design, this study examines whether public accounting practitioners' work experience…
Descriptors: Foreign Countries, Accounting, Work Experience, Hypermedia
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Games, Alex – E-Learning and Digital Media, 2010
This article examines the language and literacy practices of middle-school children as they worked toward constructing their own computer games using "Gamestar Mechanic," a game intended to teach them key ways of thinking and communicating germane to the discourse of game designers. It examines the changes that took place in what previous work…
Descriptors: Educational Games, Protocol Analysis, Familiarity, Discourse Analysis
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Windham, Carie – EDUCAUSE Review, 2007
After becoming a podcasting convert, the author talked with other students at colleges and universities across North America about their iPod and MP3 use, their familiarity with podcasting, and how they see podcasting as part of the classroom. As more and more colleges and universities jump on board the podcasting bandwagon, it's vital that…
Descriptors: Foreign Countries, Familiarity, College Faculty, College Students
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Bennedsen, Jens – Computer Science Education, 2006
Pedagogical patterns have been around since 1995, but several authors claim their impact is limited. However, these claims are based on authors' own observations and not on methodical evaluations of the use and dissemination of pedagogical patterns. This claim is in contrast to the vision of the creators of pedagogical patterns--they think…
Descriptors: Familiarity, Science Teachers, Computer Science Education, Questionnaires