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Law, Kris M. Y.; Lee, Victor C. S.; Yu, Y. T. – Computers & Education, 2010
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a…
Descriptors: Electronic Learning, Undergraduate Students, Self Efficacy, Learning Motivation
Witney, Debbie; Smallbone, Teresa – Innovations in Education and Teaching International, 2011
Dissatisfaction with the quality of student group work, in terms of content and process, from both academics and students, is a constant challenge to the development of appropriate teaching, learning and assessment strategies. Developments in Web 2.0 technology could potentially offer a solution. This paper explores the experience of full-time…
Descriptors: Foreign Countries, Undergraduate Students, Cooperative Learning, Student Attitudes
Kordaki, Maria – Computers & Education, 2010
This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…
Descriptors: Feedback (Response), Constructivism (Learning), Formative Evaluation, Problem Solving
Ang, Chee Siang; Rao, G. S. V. Radha Krishna – International Journal on E-Learning, 2008
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
Descriptors: Play, Educational Games, Learning Motivation, Computer Software
Repenning, Alexander; Ioannidou, Andri; Luhn, Lisa; Daetwyler, Christof; Repenning, Nadia – Journal of Interactive Learning Research, 2010
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Technology has been incorporated in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is…
Descriptors: Socialization, Student Attitudes, High School Students, Physiology
Virvou, Maria; Katsionis, George – Computers & Education, 2008
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
Descriptors: Educational Games, Computers, Computer Software, Computer Simulation
Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes
Gerard, Fabienne; Greene, Martina; Widener, Jamey – 1999
This descriptive study investigates the uses of SMART Board, an interactive electronic whiteboard, in secondary school foreign language classes. The paper first discusses how SMART Board can facilitate the teaching process. SMART Board supports the foreign language teaching process in three main ways: it helps the presentation of new linguistic…
Descriptors: Computer Assisted Instruction, Computer Interfaces, Computer Software, Computer Software Evaluation