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Chichekian, Tanya; Trudeau, Joel; Jawhar, Tawfiq – Journal of Science Education and Technology, 2022
This study examined the effects of an Arduino microrobot activity on college students' interest in robotics through three specific objectives: (1) determining how students' conceptual understanding regarding the basics of microcomputing and computer programming changes after engaging in an engineering robotics learning module, (2) assessing the…
Descriptors: College Students, Student Interests, Robotics, Engineering Education
Wu, Ji-Wei; Tseng, Judy C. R.; Hwang, Gwo-Jen – Educational Technology & Society, 2015
Inquiry-Based Learning (IBL) is an effective approach for promoting active learning. When inquiry-based learning is incorporated into instruction, teachers provide guiding questions for students to actively explore the required knowledge in order to solve the problems. Although the World Wide Web (WWW) is a rich knowledge resource for students to…
Descriptors: Foreign Countries, Inquiry, Active Learning, Intelligent Tutoring Systems
Sung, K.; Hillyard, C.; Angotti, R. L.; Panitz, M. W.; Goldstein, D. S.; Nordlinger, J. – IEEE Transactions on Education, 2011
Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed…
Descriptors: Computers, Video Games, Introductory Courses, Programming

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