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Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
Manohar, Priyadarshan A.; Acharya, Sushil; Wu, Peter; Hansen, Mary; Ansari, Ali; Schilling, Walter – Journal of Education and Learning, 2015
Two critical problems facing the software (S/W) industry today are the lack of appreciation of the full benefits that can be derived from Software Verification and Validation (V&V) and an associated problem of shortage of adequately trained V&V practitioners. To address this situation, the software V&V course curriculum at the author's…
Descriptors: Case Studies, Learner Engagement, Active Learning, Computer Software
Velazquez-Iturbide, J. A.; Debdi, O.; Esteban-Sanchez, N.; Pizarro, C. – IEEE Transactions on Learning Technologies, 2013
Several years ago we presented an experimental, discovery-learning approach to the active learning of greedy algorithms. This paper presents GreedEx, a visualization tool developed to support this didactic method. The paper states the design goals of GreedEx, makes explicit the major design decisions adopted, and describes its main characteristics…
Descriptors: Computer Science Education, Visual Aids, Mathematics, Experiments
Berns, Anke; Valero-Franco, Concepción – Research-publishing.net, 2013
This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…
Descriptors: Video Games, Active Learning, Educational Games, Courseware
Christ, Oliver; Weber, Christoph; Sato, Toshihiko – Behaviour & Information Technology, 2012
In this study, the electronic revision and recapitulation tools 2.0 (EREP 2.0) were used to foster creative moments while creating aided recalls (ARs) (pictures electronic notes etc.). Creative and critical thinking is associated with vital skills which enable students to deal with often complex knowledge domains through an informal way of…
Descriptors: Foreign Countries, Comprehension, Creativity, Classification
Papanikolaou, Kyparisia; Boubouka, Maria – Journal of Research on Technology in Education, 2011
In this paper we investigate the value of collaboration scripts for promoting metacognitive knowledge in a project-based e-learning context. In an empirical study, 82 students worked individually and in groups on a project using the e-learning environment MyProject, in which the life cycle of a project is inherent. Students followed a particular…
Descriptors: Foreign Countries, Metacognition, Case Method (Teaching Technique), College Students
Marenzi, I.; Zerr, S. – IEEE Transactions on Learning Technologies, 2012
This paper discusses the development of LearnWeb2.0, a search and collaboration environment for supporting searching, organizing, and sharing distributed resources, and our pedagogical setup based on the multiliteracies approach. In LearnWeb2.0, collaborative and active learning is supported through project-focused search and aggregation, with…
Descriptors: Foreign Countries, Online Searching, Qualitative Research, Evaluation Methods
Janavaras, Basil J.; Gomes, Emanuel; Young, Richard – Journal of College Teaching & Learning, 2008
This paper seeks to confirm whether students using the Global Market Potential System Online (GMPSO) web based software, (http://globalmarketpotential.com), for their class project enhanced their knowledge and understanding of international business. The challenge most business instructors and practitioners face is to determine how to bring the…
Descriptors: Student Projects, Class Activities, International Trade, Active Learning
Sowe, Sulayman K.; Stamelos, Ioannis G. – Journal of Information Systems Education, 2007
Anecdotal and research evidences show that the Free and Open Source Software (F/OSS) development model has produced a paradigm shift in the way we develop, support, and distribute software. This shift is not only redefining the software industry but also the way we teach and learn in our software engineering (SE) courses. But for many universities…
Descriptors: Computer Software, Curriculum Development, Teaching Methods, College Instruction
Lebrun, Marcel; Docq, Francoise; Smidts, Denis – AACE Journal, 2009
This paper describes the findings of a survey of Higher Education teachers and students using the eLearning platform Claroline. This survey is enhanced by direct observation of the tools really used by teachers. Claroline was initially developed (in 2001-2002) to sustain and foster pedagogic innovation at the Universite Catholique de Louvain (UCL)…
Descriptors: Teacher Effectiveness, Student Attitudes, Active Learning, Foreign Countries