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Showing 1 to 15 of 19 results Save | Export
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Dalize van Heerden; Jeanne Kriek – Online Submission, 2024
Researchers and educators are concerned about student success in tertiary programming courses, a situation that is even more pronounced in open and distance e-learning institutions. The aim of this study was to integrate 60 video lessons and compare passing and failing student in terms of their performance in JavaScript with three broad online…
Descriptors: Video Technology, Technology Uses in Education, Electronic Learning, Introductory Courses
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Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
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Moffett, David W. – Online Submission, 2019
The Education Program Provider Chair's objective was to create a student legacy artifact archival retrieval system. The goal was to have the database system operational by Spring Semester, 2019. The purpose of the new system was to house and index student and pre-service candidate product across performance levels reflective of the program's key…
Descriptors: Databases, Computer Science Education, College Faculty, Departments
Ozturk, Elif – Online Submission, 2012
The present paper aims to review two motivations to conduct "what if" analyses using Excel and "R" to understand the statistical significance tests through the sample size context. "What if" analyses can be used to teach students what statistical significance tests really do and in applied research either prospectively to estimate what sample size…
Descriptors: Sample Size, Statistical Significance, Spreadsheets, Research Methodology
Ioannidou, Andri; Bennett, Vicki; Repenning, Alexander; Koh, Kyu Han; Basawapatna, Ashok – Online Submission, 2011
The iDREAMS project aims to reinvent Computer Science education in K-12 schools, by using game design and computational science for motivating and educating students through an approach we call Scalable Game Design, starting at the middle school level. In this paper we discuss the use of Computational Thinking Patterns as the basis for our…
Descriptors: Computer Science Education, Elementary Secondary Education, Student Motivation, Middle School Students
Maloney, John; Peppler, Kylie; Kafai, Yasmin B.; Resnick, Mitchel; Rusk, Natalie – Online Submission, 2008
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after school center--over an 18-month period. Our analyses of 536 Scratch projects collected during this…
Descriptors: Programming Languages, Programming, Urban Youth, Children
Magal-Royo, Teresa; Gimenez-Lopez, Jose Luis; Pairy, Blas; Garcia-Laborda, Jesus; Gonzalez-Del Rio, Jimena – Online Submission, 2011
The current development of educational applications for language learning has experienced a qualitative change in the criteria of interaction between users and devices due to the technological advances of input and output data through keyboard, mouse, stylus, tactile screen, etc. The multiple interactions generated in a natural way by humans…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Educational Technology
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games
Lane, Forrest C.; Henson, Robin K. – Online Submission, 2010
Education research rarely lends itself to large scale experimental research and true randomization, leaving the researcher to quasi-experimental designs. The problem with quasi-experimental research is that underlying factors may impact group selection and lead to potentially biased results. One way to minimize the impact of non-randomization is…
Descriptors: Quasiexperimental Design, Research Methodology, Educational Research, Scores
Zhang, Yanwei; Breithaupt, Krista; Tessema, Aster; Chuah, David – Online Submission, 2006
Two IRT-based procedures to estimate test reliability for a certification exam that used both adaptive (via a MST model) and non-adaptive design were considered in this study. Both procedures rely on calibrated item parameters to estimate error variance. In terms of score variance, one procedure (Method 1) uses the empirical ability distribution…
Descriptors: Individual Testing, Test Reliability, Programming, Error of Measurement
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Sims, Judy Rene – Online Submission, 2010
This paper was presented on the panel, "Perspectives on Teaching about Radio, Culture, and Society," sponsored by the Radio/Audio Media and International Divisions of the Broadcast Education Association (BEA) at the BEA National Convention. The purpose of the panel was to examine various perspectives - domestic and international - on…
Descriptors: Cultural Awareness, Radio, Programming (Broadcast), Teaching Methods
Cavus, Nadire – Online Submission, 2008
This paper introduced the implementation of a New Mobile Technologies and Environmental Education System (NMobTec-EnvEdu) designed for m-learning environments. The NMobTec-EnvEdu system has been developed to provide environmental education in a collaborative framework to undergraduate students through the Internet using mobile phones. The study…
Descriptors: Undergraduate Students, Environmental Education, Internet, Electronic Learning
Cavus, Nadire; Uzunboylu, Huseyin; Ibrahim, Dogan – Online Submission, 2006
This paper describes an experimental study which has been carried out at the Near East University using the Moodle Learning Management System (LMS) together with two types of Web-Based Collaborative Tools (CTs): Standard CT and Advanced CT to create a virtual learning environment to teach programming languages. The aim of this study was to find…
Descriptors: Student Attitudes, Programming, Foreign Countries, Management Systems
Johnson, Barbara Z.; King, Elizabeth; Hayes, Elisabeth – Online Submission, 2008
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using the building tools in an open-ended virtual world, they were able to pursue interests common to…
Descriptors: Females, Computer Uses in Education, Computers, Information Technology
Cavus, Nadire; Uzunboylu, Huseyin; Ibrahim, Dogan – Online Submission, 2006
This paper is about a pilot study which has been carried out at the Near East University during the 2004/5 Fall Semester using the Moodle LMS [learning management system] together with GREWPtool collaborative editor. The system has been tested with 36 students taking the Java and the Pascal programming courses. The results of the pilot study…
Descriptors: Management Systems, Programming Languages, Web Based Instruction, Programming
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