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De Bruyckere, Pedro; Kirschner, Paul A.; Hulshof, Casper – American Educator, 2020
This article is excerpted from "More Urban Myths about Learning and Education: Challenging Eduquacks, Extraordinary Claims, and Alternative Facts." The authors discuss some of the most often asked questions related to one basic principle in particular: "transfer of learning." Transfer of learning is seen as the use of…
Descriptors: Transfer of Training, Personality Traits, Skill Development, Problem Solving
Murray, Tom – International Journal of Artificial Intelligence in Education, 2016
Intelligent Tutoring Systems authoring tools are highly complex educational software applications used to produce highly complex software applications (i.e. ITSs). How should our assumptions about the target users (authors) impact the design of authoring tools? In this article I first reflect on the factors leading to my original 1999 article on…
Descriptors: Usability, Programming, Computer Software, Intelligent Tutoring Systems
Sherrell, Linda; Krishna, Bhagavathy; Velaga, Natasha; Vejandla, Pavan; Satharla, Mahesh – Journal of Computers in Mathematics and Science Teaching, 2010
Agile methodologies have become increasingly popular among software developers as evidenced by industrial participation at related conferences. The popularity of agile practices over traditional techniques partly stems from the fact that these practices provide for more customer involvement and better accommodate rapidly changing requirements,…
Descriptors: Computer Software, Methods, Independent Study, Graduate Students
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games
Wallace, Scott A.; McCartney, Robert; Russell, Ingrid – Computer Science Education, 2010
Project MLeXAI [Machine Learning eXperiences in Artificial Intelligence (AI)] seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense--a simple real-time strategy game…
Descriptors: Games, Intercollegiate Cooperation, Curriculum Design, Curriculum Implementation
Ritzhaupt, Albert D. – ACM Transactions on Computing Education, 2009
This article provides an overview of the challenges in implementing a game development course with limited resources in computing curricula. An approach to a holistic game development course is outlined in terms of its organization, software, and instructional methods. The course had 23 students enrolled in its first offering and was…
Descriptors: Educational Strategies, Reliability, Cooperative Learning, Teaching Methods
Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Holmboe, Christian – Computer Science Education, 2004
The paper uses Ludwig Wittgenstein's theories about the relationship between thought, language, and objects of the world to explore the assumption that OO-thinking resembles natural thinking. The paper imports from research in linguistic philosophy to computer science education research. I show how UML class diagrams (i.e., an artificial…
Descriptors: Computer Science Education, Philosophy, Linguistics, Programming Languages
Denner, Jill; Werner, Linda – Journal of Educational Computing Research, 2007
Many believe that girls lack the confidence and motivation to persist with computers when they face a challenge. In order to increase the number of girls and women in information technology careers, we need a better understanding of how they think about and solve problems while working on the computer. In this article, we describe a qualitative…
Descriptors: Computers, Programming, Females, Summer Programs
Tholander, Jakob – Journal of Interactive Learning Research, 2005
In the Playground project, we applied a constructionist learning perspective in order to build a computational learning environment in which children could design and build their own video games. In this paper, we present results from a study where children were given semi-structured programming tasks in an adventure game designed to investigate…
Descriptors: Programming, Video Games, Computers, Games
Russian Education and Society, 2004
This second chapter focuses on an analysis of the aspects that characterize the typical content of students' attitudes toward the world of computers. In this connection, it attempts to determine what is of the greatest interest to students as they deal with the world of computers, which types of programs they use, and which magazines they read…
Descriptors: Computers, Computer Networks, Student Attitudes, Computer Attitudes
Robertson, Judy; Good, Judith – TechTrends: Linking Research & Practice to Improve Learning, 2005
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Descriptors: Games, Computers, Foreign Countries, Student Motivation