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Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Spalding, Sarah M. – History Teacher, 2021
By using the "Game of Thrones" pop-culture television series, the author has structured courses in a way that seeks to solve problems that plague many history courses serving university requirements. In this article, the author will discuss how gaming the classroom can serve as a solution to the issue of engaging majors and non-majors…
Descriptors: History Instruction, Educational Games, Teaching Methods, Role Playing
Kammer, Jenna; Hays, Lauren – Education Libraries, 2021
This overview demonstrates the need for school librarians to consider supplementing coding instruction with ethical discussions. School librarians are increasingly incorporating coding into library instruction through play, tutorials, collaboration in content areas, and design thinking projects. To enhance students' ethical decision making and…
Descriptors: School Libraries, Ethical Instruction, Programming, Computer Science Education
Shahrasbi, Nasser; Jin, Leigh; Zheng, Wei-Jun – Journal of Information Systems Education, 2021
The growth in the tech industry in recent years has increased business major students' interest in software programming and app development. However, the traditional way of teaching these courses involves intensive coding exercises and little interaction among students. These methods often discourage the students due to the slow learning curve and…
Descriptors: Design, Computer Oriented Programs, Computer Software, Programming
Çelik, Halil Coskun; Ertas, Haydar; Ilhan, Aziz – Journal of Education and Learning, 2018
The aim of the study was to determine the impact of project-based learning on academic achievements of vocational school of higher education students and to investigate their views on the topic. In the study, a mixed descriptive design where qualitative and quantitative data were both collected and analyzed. The quantitative part was conducted…
Descriptors: Student Projects, Active Learning, Academic Achievement, Programming
Deepamala, N.; Shobha, G. – Journal of Technology and Science Education, 2018
Final year or Capstone Project is the final and important phase of the undergraduate curriculum in a Computer Science Engineering program. Final year project is a course where all the skills learnt by the students in the course are applied and evaluated. The important aspects in the delivery of this course are (i) developing a model to train the…
Descriptors: Curriculum, Holistic Approach, Learning Experience, Undergraduate Students
Lukose, Jose; Mammen, Kuttickattu John – Asia-Pacific Forum on Science Learning and Teaching, 2018
Research reports using global data show that the failure rates in introductory programming courses average about 32%. As learners from schools join the university and enrol for different courses, they find the sudden transformation quite challenging. This makes it more challenging for first year university students, especially in difficult courses…
Descriptors: Academic Achievement, Introductory Courses, Programming, Computer Science Education
Secules, Stephen; Lawson, Wesley – Advances in Engineering Education, 2019
This paper compares an innovative approach to teaching a required introductory C programming course to a traditional C programming course for electrical engineering (EE) students. The novel course utilizes hardware-based projects to motivate students to master language syntax and implement key programming concepts and best practices. In a mixed…
Descriptors: Programming, Introductory Courses, Required Courses, Engineering Education
Huang, Yi-Ching; Huang, Hsin-Yi Cyndi – English Language Teaching, 2019
Simulation technique could be effective if it is cleverly manipulated and incorporated in a project-based learning context. This current study aims to explore students' learning experience in a project-based simulated business context. The participants were 51 second and third year students who took Business English as an elective course at a…
Descriptors: Business English, English (Second Language), Second Language Learning, Second Language Instruction
Elias, Jijish – Online Submission, 2009
The application of psychology and technology are used in the learning process while we use programmed learning modules. In programmed learning we use the small steps of learning resulting in mastery. The modules helps to respond the learners activity and to give immediate feedback. The learners will get their own timing to go through the lessons…
Descriptors: Feedback (Response), Achievement Tests, Chemistry, Program Effectiveness