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Showing all 15 results Save | Export
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Michael Kolling – Informatics in Education, 2024
The principles of programming language design for learning and teaching have been described and discussed for several decades. Most influential was the work of Niklaus Wirth, describing principles such as simplicity, modularity, orthogonality, and readability. So why is this still an area of fundamental disagreement among educators? Why can…
Descriptors: Programming Languages, Design, Novices, Computer Science Education
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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
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Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
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Hebebci, Mustafa Tevfik; Maya Hebebci, Güleser – International Society for Technology, Education, and Science, 2021
The three-dimensional design and production technologies are today widely used in many fields. Automotive, health, art and education, and especially architecture and engineering are among the prominent examples. The three-dimensional design technology can be categorized into two dimensions: design and production. The first of these dimensions,…
Descriptors: STEM Education, Spatial Ability, Geometric Concepts, Depth Perception
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Danielak, Brian – Cognition and Instruction, 2022
This paper focuses on a historically understudied area in computing education: attending to students' *design thinking* in university-level introductory programming courses. I offer an account of one student--"Rebecca"--and her experiences and code from a second-semester course on programming concepts for engineers. Using data from both…
Descriptors: Design, Computer Science Education, Programming, Introductory Courses
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Phillips, A. M.; Gouvea, E. J.; Gravel, B. E.; Beachemin, P. -H.; Atherton, T. J. – Physical Review Physics Education Research, 2023
Computation is intertwined with essentially all aspects of physics research and is invaluable for physicists' careers. Despite its disciplinary importance, integration of computation into physics education remains a challenge and, moreover, has tended to be constructed narrowly as a route to solving physics problems. Here, we broaden Physics…
Descriptors: Physics, Science Instruction, Teaching Methods, Models
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Yasmin B. Kafai; Quinn Burke – MIT Press, 2016
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves.…
Descriptors: Video Games, Coding, Cooperation, Creativity
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Amiri, Faramarz – International Journal of Art & Design Education, 2011
The number of university undergraduate courses in the area of interactive media is increasing. Many of these courses are based in the schools of art and design that have traditionally valued and focused on developing the aesthetic and artistic design skills of their students. However, because of the rapid changes in new technology the relation…
Descriptors: Programming, Design, Art Education, Information Technology
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Yan, Hongxin; Law, Sandra – Open Praxis, 2013
Failure rates in first year calculus courses are high in most post-secondary institutions across North America and other parts of the world. This Inukshuk-funded open education project involved the development of five stand-alone pre-calculus learning modules. The design and revision phases of this project occurred between the fall of 2007 and…
Descriptors: Foreign Countries, Open Education, Open Source Technology, Learning Modules
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Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
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Karaman, Selcuk; Celik, Suat – International Journal of Technology and Design Education, 2008
This study investigates perceptions of 29 prospective teachers about a course based on Project-Based Learning (PBL) approach. The course, "Authoring Languages in PC Environment (B-320)" lasted in 14 weeks in fall semester of 2004-2005. In this course each prospective teacher carried out a project that requires designing and developing courseware…
Descriptors: Student Projects, Programming Languages, Time Management, Active Learning
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Moor, Brian D.; Deek, Fadi P. – Journal of Information Technology Education, 2006
Few beginners find learning to program easy. There are many factors at work in this phenomenon with some being simply inherent in the subject itself, while others have more to do with deficiencies in learning methods and resources. As a result, many programming environments, software applications, and learning tools have been developed to address…
Descriptors: Constructivism (Learning), Visual Learning, Visual Aids, Visualization
de Hoog, Robert; And Others – Performance Improvement Quarterly, 1994
Presents the principles of a development methodology for software design based on a nonlinear, product-driven approach that integrates quality aspects. Two examples are given to show that the flexibility needed for building high quality systems leads to integrated development environments in which methodology, product, and tools are closely…
Descriptors: Authoring Aids (Programming), Computer Software Development, Design, Illustrations
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Coelho, Wesley; Murphy, Gail – Journal on Educational Resources in Computing, 2007
Becoming a quality software developer requires practice under the guidance of an expert mentor. Unfortunately, in most academic environments, there are not enough experts to provide any significant design mentoring for software engineering students. To address this problem, we present a collaborative software design tool intended to maximize an…
Descriptors: Feedback (Response), Mentors, Computer Software, Engineering