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Showing all 14 results Save | Export
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Selena Steinberg; Melissa Gresalfi; Lauren Vogelstein; Corey Brady – Journal of Research on Technology in Education, 2024
This paper considers how a curricular design that integrated computer programming and creative movement shaped students' engagement with computing. We draw on data from a camp for middle schoolers, focusing on an activity in which students used the programming environment NetLogo to re-represent their physical choreography. We analyze the extent…
Descriptors: Dance, Programming, Computation, Computer Simulation
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Jonathan Olanrewaju Fatokun; Mishack Thiza Gumbo – Cogent Education, 2024
This paper reports on a narrative review of the criticality of problem-solving and troubleshooting skills for undergraduate Electronics Engineering students and its significance for industry readiness. The review was undertaken to understand the problems and troubleshooting skills learned and possessed by the Electronics Engineering training…
Descriptors: Problem Solving, Troubleshooting, Undergraduate Students, Electronics
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Alessandrini, Andrea – Journal of Science Education and Technology, 2023
The introduction of maker technology and personal fabrication has radically changed how we learn, design and innovate. In recent years, a growing number of people have begun to use a broad range of these creative technologies. A common challenge in the use of these electronic technologies, particularly for students, is the difficulties that arise…
Descriptors: Electronic Equipment, Technology Education, Undergraduate Students, Design
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Fields, Deborah A.; Kafai, Yasmin B.; Morales-Navarro, Luis; Walker, Justice T. – British Journal of Educational Technology, 2021
Much attention in constructionism has focused on designing tools and activities that support learners in designing fully finished and functional applications and artefacts to be shared with others. But helping students learn to debug their applications often takes on a surprisingly more instructionist stance by giving them checklists, teaching…
Descriptors: High School Students, Design, Programming, Textiles Instruction
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Soo Hyeon Kim; Amber Simpson – Educational Technology Research and Development, 2024
Within engineering education, informal, out-of-school making experiences and parent-child interactions within home environments are both considered as a promising context for the development of engineering discourse and practices. However, less is known about how parents support children's engagement in engineering learning, particularly when they…
Descriptors: Engineering Education, Parent Participation, Design, Technology Uses in Education
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David DeLiema; Ashley Hufnagle; Miguel Ovies-Bocanegra – British Journal of Educational Psychology, 2025
Background: Moments of failure during learning present a wide range of opportunities for growth. However, experimental research and meta reviews focused on failure and learning tend to target singular valued learning processes, such as efficient fixes or transfer of conceptual understanding. These analytical decisions conflict with research…
Descriptors: Middle School Students, Nonprofit Organizations, Summer Programs, Workshops
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Baligar, Preethi; Mallibhat, Kaushik; Kavale, Sanjeev; Joshi, Gopalkrishna – IEEE Transactions on Education, 2022
Contribution: This study identifies the attributes of complexity that can be incorporated into engineering design problems at first-year undergraduate engineering projects. The findings are compiled as a set of guidelines to aid engineering educators in crafting design problems. Background: Engineering professionals solve complex problems like…
Descriptors: Engineering Education, Design, Problem Solving, College Freshmen
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Boya-Lara, Carlos; Saavedra, Doris; Fehrenbach, Aaron; Marquez-Araque, Angel – International Journal of Educational Technology in Higher Education, 2022
In this work, BEAM robotics is proposed to enhance the STEM knowledge and skills of engineering students in the electrical, electronic, and mechanical domains. To evaluate the proposal, a course is designed and implemented based on a curriculum with objectives and learning activities centered on the design, construction, and operation of the BEAM…
Descriptors: Robotics, Technology Uses in Education, STEM Education, Curriculum Implementation
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Oren, Mehmet; Pedersen, Susan; Butler-Purry, Karen L. – IEEE Transactions on Education, 2021
Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of…
Descriptors: Video Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Fagerlund, Janne; Häkkinen, Päivi; Vesisenaho, Mikko; Viiri, Jouni – Informatics in Education, 2020
Computational thinking (CT) has been introduced in primary schools worldwide. However, rich classroom-based evidence and research on how to assess and support students' CT through programming are particularly scarce. This empirical study investigates 4th grade students' (N = 57) CT in a comparatively comprehensive and fine-grained manner by…
Descriptors: Grade 4, Elementary School Students, Preadolescents, Thinking Skills
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Akcaoglu, Mete – Educational Technology Research and Development, 2014
Today's complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, and more recently, game-design tasks. In this pre-experimental study, a group of middle school…
Descriptors: Problem Solving, Thinking Skills, Computer Uses in Education, Games
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Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T. – Journal of Educational Data Mining, 2012
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
Descriptors: Computer Networks, Evidence Based Practice, Design, Instructional Design
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Flesher, Jeffrey W. – Journal of Industrial Teacher Education, 1993
Engineers and technicians completed a knowledge inventory and performed an electronics troubleshooting activity in three context groups (repair, design, production). Results showed general lack of troubleshooting preparation in all groups; common troubleshooting processes among experts; and deemphasis of theoretical knowledge among production and…
Descriptors: Design, Electronics, Manufacturing, Production Techniques
Bauer, Malcolm; Williamson, David M.; Steinberg, Linda S.; Mislevy, Robert J.; Behrens, John T. – 2001
In computer-based simulations, students must bring a wide range of relevant knowledge, skills, and abilities to bear jointly as they solve meaningful problems in a learning domain. To function effectively as an assessment, a simulation system must additionally be able to evoke and interpret observable evidence about targeted knowledge in a manner…
Descriptors: Case Studies, College Students, Computer Networks, Computer Simulation