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Showing 1 to 15 of 115 results Save | Export
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K. G. Srinivasa; Aman Singh; Kshitij Kumar Singh Chauhan – IEEE Transactions on Education, 2024
Contribution: This article investigates the impact of gamified learning on high school students (grades 9-12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education…
Descriptors: High School Students, Gamification, Computer Science Education, Critical Thinking
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Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
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Chih-Ming Chen; Ming-Yan Huang – International Journal of STEM Education, 2024
Background: Computational thinking (CT) is crucial to fostering critical thinking and problem-solving skills. Many elementary schools have been cultivating students' CT through block-based programming languages such as Scratch using traditional teacher-centered teaching methods. However, the approach excessively relies on teacher lectures, so the…
Descriptors: Computation, Thinking Skills, Programming, Learning Processes
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Ardith D. Bravenec; Karen D. Ward – Journal of Chemical Education, 2023
Chemistry simulations using interactive graphic user interfaces (GUIs) represent uniquely effective and safe tools to support multidimensional learning. Computer literacy and coding skills have become increasingly important in the chemical sciences. In response to both of these facts, a series of Jupyter notebooks hosted on Google Colaboratory…
Descriptors: Chemistry, Interaction, Computer Simulation, Undergraduate Students
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Nurten Gündüz; Mehmet Sincar – International Journal of Contemporary Educational Research, 2024
The metaverse which is considered as the digital big bang of humanity and the next evolution of the internet is anticipated to offer a living environment for civilization 5.0 and beyond in various domains including education. Each novice technology that enters our daily lives generates also fear, anxiety, and problems as well as hope, benefit, and…
Descriptors: Higher Education, Computer Simulation, Ethics, Computer Security
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Nuno Verdelho Trindade; Lidia Custodio; Alfredo Ferreira; Joao Madeiras Pereira – IEEE Transactions on Learning Technologies, 2024
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using…
Descriptors: Computer Simulation, Computer Graphics, Visualization, Computer Assisted Instruction
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Dogan, Dilek; Tüzün, Hakan – Education and Information Technologies, 2022
In this study, the instructional design process in three-dimensional multi-user virtual environments (3D MUVEs) based on a problem-based learning approach was examined and authentic design experiences were shared. Besides, a design model was proposed to guide people who want to design these 3D MUVEs and to use these environments for educational…
Descriptors: Models, Instructional Design, Computer Simulation, Problem Based Learning
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Wesley Beccaro; Elisabete Galeazzo; Denise Consonni; Henrique E. Maldonado Peres; Leopoldo R. Yoshioka – IEEE Transactions on Education, 2024
Contribution: The evaluation of analog-to-digital conversion methods constitutes a key component of an Instrumentation course. This study introduces an affordable educational platform based on Arduino UNO board designed for teaching analog-to-digital conversion concepts, supported by virtual instruments (VIs). Background: ADCs are electronic…
Descriptors: Engineering Education, Learning Management Systems, Teaching Methods, Computer Simulation
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Luse, Andy; Rursch, Julie – British Journal of Educational Technology, 2021
Engineering and technology educators continually strive for realistic, hands-on laboratory exercises to enhance their students' learning. This research describes the redesign of an undergraduate introductory computer networking course to include new weekly virtual laboratory assignments that culminate in a 'real world' final project of configuring…
Descriptors: Experiential Learning, Computer Science Education, Curriculum Design, Undergraduate Study
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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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Amaya, Edna Johanna Chaparro; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This article proposes a framework based on a sequential explanatory mixed-methods design in the learning analytics domain to enhance the models used to support the success of the learning process and the learner. The framework consists of three main phases: (1) quantitative data analysis; (2) qualitative data analysis; and (3)…
Descriptors: Learning Analytics, Guidelines, Student Attitudes, Learning Processes
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Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
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Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
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I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
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