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Hebebci, Mustafa Tevfik; Maya Hebebci, Güleser – International Society for Technology, Education, and Science, 2021
The three-dimensional design and production technologies are today widely used in many fields. Automotive, health, art and education, and especially architecture and engineering are among the prominent examples. The three-dimensional design technology can be categorized into two dimensions: design and production. The first of these dimensions,…
Descriptors: STEM Education, Spatial Ability, Geometric Concepts, Depth Perception
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Schätz, Eric; Martens, Alke – International Association for Development of the Information Society, 2022
As we talked with school teachers about the use of physical computing systems in class, one major drawback of these systems became obvious: almost nobody--next to enthusiastic autodidacts--has been able to tell us on an abstract basis for which educational purposes a certain physical computing system can be used, i.e. in a goal-oriented way. This…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Improvement, Computer Science Education
Bohorquez, Carlos; Marquet, Pascal – International Association for Development of the Information Society, 2019
This paper describes the first stages on the development of a design method of digital trainings using the collaborative authoring tool "ALO". Based on the theory of instrumental conflict (Marquet, 2005), this method highlights the necessity of the design digital trainings under the optimal harmonization for users/learners in didactic,…
Descriptors: Instructional Design, Programming, Conflict, Teaching Methods
Mubin, Omar; Novoa, Mauricio; Al Mahmud, Abdullah – International Association for Development of the Information Society, 2016
This paper narrates a case study on design thinking based education work in an industrial design honours program. Student projects were developed in a multi-disciplinary setting across a Computing and Engineering faculty that allowed promoting technologically and user driven innovation strategies. A renewed culture and environment for Industrial…
Descriptors: Case Studies, Feedback (Response), Honors Curriculum, Foreign Countries
Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Reis, Rosa; Marques, Bertil P. – International Association for Development of the Information Society, 2021
In this paper we present a model for designing professional courses in a blended learning context as a tool to help the interaction between students, teachers and learning resources. This model aims to promote new concepts, new approaches and new strategies that have been changing the paradigm of teaching and learning. To develop a course based on…
Descriptors: Programming, Instructional Design, Computer Science Education, Case Studies
McGowan, Ian S. – International Association for Development of the Information Society, 2016
Built on Dabbagh (2005), this paper presents a four component theory-based design framework for an e-learning session in introductory computer programming. The framework, driven by a body of exemplars component, emphasizes the transformative interaction between the knowledge building community (KBC) pedagogical model, a mixed instructional…
Descriptors: Computer Science Education, Programming, Electronic Learning, Instructional Design
Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
Baloyi, Leonah L.; Ojo, Sunday O.; Van Wyk, Etienne A. – International Association for Development of the Information Society, 2017
Teaching and learning programming has presented many challenges in institutions of higher learning worldwide. Teaching and learning programming require cognitive reasoning, mainly due to the fundamental reality that the underlying concepts are complex and abstract. As a result, many institutions of higher learning are faced with low success rates…
Descriptors: Computer Science Education, Programming, Instructional Design, Interaction
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro – International Association for Development of the Information Society, 2016
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
Descriptors: Virtual Classrooms, Computer System Design, Computer Software Evaluation, Computer Software
Hava, Kevser; Cakir, Hasan – Journal of Educational Multimedia and Hypermedia, 2018
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant…
Descriptors: Elementary School Students, Secondary School Students, College Students, Student Developed Materials
Buteau, Chantal; Muller, Eric; Marshall, Neil – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
We report on an empirical study grounded in our sustained implementation over ten years of a sequence of three-term undergraduate core mathematics courses centred on microworlds. The survey study investigates students' views on 15 competencies potentially developed as they, individually or in pairs, create 12 Exploratory Objects, i.e.,…
Descriptors: Undergraduate Students, College Mathematics, Mathematics Skills, Competence
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages