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Showing 1 to 15 of 18 results Save | Export
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Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan – Journal of Chemical Education, 2017
In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…
Descriptors: Undergraduate Students, Chemistry, Teaching Methods, Simulation
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Chin, Jerry M.; Chin, Mary H.; Van Landuyt, Cathryn – e-Journal of Business Education and Scholarship of Teaching, 2013
This paper demonstrates the use of programing software that provides the student programmer visual cues to construct the code to a student programming assignment. This method does not disregard or minimize the syntax or required logical constructs. The student can concentrate more on the logic and less on the language itself.
Descriptors: Marketing, Business Administration Education, Visual Aids, Programming
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Feurzeig, Wallace – International Journal of Computers for Mathematical Learning, 2010
This paper describes the creation and early uses of Logo. It includes a brief summary of more recent work on Logo-derived languages and learning applications. It closes with a lament on the unrealized potential of student programming languages as empowering tools for knowledge construction and learning.
Descriptors: Educational History, Learning Strategies, Creativity, Programming Languages
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Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory
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Liu, Jun; Sha, Sha; Zheng, Qinghua; Zhang, Wei – International Journal of Distance Education Technologies, 2012
Assigning difficulty level indicators to the knowledge units helps the learners plan their learning activities more efficiently. This paper focuses on how to use the topology of a knowledge map to compute and rank the difficulty levels of knowledge units. Firstly, the authors present the hierarchical structure and properties of the knowledge map.…
Descriptors: Foreign Countries, Knowledge Level, Difficulty Level, Educational Technology
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Kim, Seung Han; Jeon, Jae Wook – IEEE Transactions on Education, 2009
The purpose of the course presented here is to introduce freshmen to embedded systems using LEGO Mindstorms, under an ANSI-C programming environment. The students build their own LEGO robots, make programs for them using ANSI-C, and operate them. By creating these LEGO robots, the students become more motivated, learning the basic concepts of…
Descriptors: Foreign Countries, Instructional Effectiveness, Learning Strategies, Teaching Methods
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Reed, Adam – College Teaching Methods & Styles Journal, 2008
The classical dialectical (study partner) learning method of Greek and Hellenistic antiquity remains the traditional learning method of Jewish religious and cultural studies, and enjoys widespread informal use by students in some American universities. The cognitive advantages of dialectical study have led to its adoption as a powerful, general…
Descriptors: Higher Education, Study Habits, Study Skills, Information Systems
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Sun, Shanghua; Joy, Mike; Griffiths, Nathan – Journal of Interactive Learning Research, 2007
Adaptive learning and teaching strategies are increasingly demanded in order to improve the efficiency and effectiveness of the education process, but few intelligent education systems exist, which are dynamic and able to satisfy individual students' requirements. In an attempt to overcome these limitations, we have developed a multi-agent…
Descriptors: Teaching Methods, Efficiency, Educational Research, Cognitive Style
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Diwan, Amer; Waite, William M.; Jackson, Michele H.; Dickerson, Jacob – Journal on Educational Resources in Computing, 2004
The educational literature recognizes that people go through a number of stages in their intellectual development. During the first stage, called "received knowledge" or "dualism", people expect knowledge to be handed to them by authority figures (thus "received") and think in terms of black and white (thus "dualism"). Our experience indicates…
Descriptors: Programming Languages, Learning Strategies, Programming, Intellectual Development
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Wessa, Patrick – Electronic Journal of e-Learning, 2009
This paper discusses the implementation of a new e-learning environment that supports non-rote learning of exploratory and inductive statistics within the pedagogical paradigm of social constructivism. The e-learning system is based on a new computational framework that allows us to create an electronic research environment where students are…
Descriptors: Electronic Learning, Feedback (Response), Constructivism (Learning), Learning Strategies
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Bunch, John M. – Journal of Information Systems Education, 2009
This paper presents a goal-based scenario approach to teaching introductory database concepts to undergraduates using two different scaffolding methods. One method, termed "worked-out examples," attempts to reduce extraneous cognitive load by requiring students to complete increasingly complex missing parts of worked out examples. The other…
Descriptors: Cognitive Processes, Difficulty Level, Undergraduate Students, Scaffolding (Teaching Technique)
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Eichler, Marcelo Leandro; Xavier, Paulo Rafael; Araujo, Roberto Costa; Forte, Rafael Castro; Del Pino, Jose Claudio – Journal of Computers in Mathematics and Science Teaching, 2005
The goals of this paper are to describe some characteristics of the pedagogical project of the "Carbopolis" software and some programming solutions that were found during the computational implementation of this software. Relative to the first goal, some pedagogical features that are considered necessary to developing computerized learning…
Descriptors: Programming, Educational Technology, Computer Software, Learning Strategies
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Paquette, Gilbert; Leonard, Michel; Lundgren-Cayrol, Karin; Mihaila, Stefan; Gareau, Denis – Educational Technology & Society, 2006
This chapter states and explains that a Learning Design is the result of a knowledge engineering process where knowledge and competencies, learning design and delivery models are constructed in an integrated framework. We present a general graphical language and a knowledge editor that has been adapted to support the construction of learning…
Descriptors: Learning Strategies, Computer Software, Programming, Instructional Design
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Sicilia, Miguel-Angel – Computer Science Education, 2006
A considerable amount of experiences in teaching object-oriented concepts using the Java language have been reported to date, some of which describe language pitfalls and concrete learning difficulties. In this paper, a number of additional issues that have been experienced as difficult for students to master, along with approaches intended to…
Descriptors: Learning Problems, Learning Strategies, Programming, Programming Languages
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Thomas, Rex A.; Upah, Sylvester C., Jr. – Journal of Research on Computing in Education, 1996
A study of college students revealed weaknesses in learning strategies and metacognitive skills. The students' experience using LOOPS simulation software to create program loops suggests that computer programming coursework may have substantial value for non-majors. (LRW)
Descriptors: Computer Assisted Instruction, Computer Science Education, Computer Simulation, Educational Benefits
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