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Showing 1 to 15 of 25 results Save | Export
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Meina Zhu; Min Young Doo; Sara Masoud; Yaoxian Huang – Education and Information Technologies, 2025
This study examines the influences of learners' motivation, self-monitoring, and self-management on learning satisfaction in online learning environments. The participants were 185 undergraduates and 99 graduate students majoring in computer science and engineering. The participants' motivation, self-monitoring, self-management, and learning…
Descriptors: Student Satisfaction, Differences, Undergraduate Students, Graduate Students
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Tri Puspa Rinjeni; Nur Aini Rakhmawati; Reny Nadlifatin – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test. Background: Incorporating information technology in education has led to the introduction…
Descriptors: Foreign Countries, Personality Measures, College Students, Information Systems
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Raj Kumar Dhungana; Lina Gurung; Hem Poudyal – Journal of Cybersecurity Education, Research and Practice, 2023
Increased exposure to technologies has lately emerged as one of the everyday realities of digital natives, especially K-12 students, and teachers, the digital immigrants. Protection from cybersecurity risks in digital learning spaces is a human right, but students are increasingly exposed to high-risk cyberspace without time to cope with…
Descriptors: Computer Security, Age Groups, Foreign Countries, Knowledge Level
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Monika Mladenovic – Discover Education, 2023
This paper explored the attitudes and roles of computer science (CS) teachers in elementary and high schools in Croatia in the period from completely online to "normal" schooling. The research was conducted in two phases to gain insight into the adaption of online education in schools. The first part of the research was a quantitative…
Descriptors: Computer Science, High School Teachers, Elementary School Teachers, Foreign Countries
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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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Olaniyi, Nkaepe; Millward, Douglas; Peoples, Cathryn – European Journal of Open, Distance and E-Learning, 2023
One of the core aims of higher education degrees is to provide an environment for students to acquire essential skills that will help them in the workplace. Team working is one of those essential skill and it is also one that experience and research show is regularly resisted by students. This resistance can become even more amplified when the…
Descriptors: Cooperative Learning, Student Projects, Student Attitudes, Teacher Attitudes
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Felipe A. Feichas; Rodrigo D. Seabra – Informatics in Education, 2023
This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with…
Descriptors: Gamification, Computer Software, Models, Teaching Methods
Fay, Derek; Armstrong, Mark; McEldoon, Katherine; Ridley, Julia – Pearson, 2020
Programming and coding skills are in high demand, and can provide access to employment in growing fields. But a high percentage of undergraduates who enroll in relevant programs do not persist until they achieve competency in the subject and employment in the field. Revel is an interactive learning environment intended to help students prepare for…
Descriptors: Introductory Courses, Programming, Computer Science Education, Electronic Learning
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Çengel, Metin; Yildiz, Ezgi Pelin – Education Quarterly Reviews, 2022
The metaverse, or virtual universe, is a hypothetical iteration of the internet that supports persistent online 3D virtual environments through traditional personal computers as well as virtual and augmented reality devices. The "metaverse", which has been on the agenda in recent days, had a great impact both in Turkey and in the world.…
Descriptors: Teacher Attitudes, Attitude Measures, Computer Simulation, Technology Uses in Education
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Beyza Ucar-Longford; Anesa Hosein; Marion Heron – Journal of Digital Learning in Teacher Education, 2024
The literature widely reports that pre-service teachers repeatedly demonstrate inadequate argumentation skills. Through a mixed-methods research approach, this study investigated the effectiveness of a holistic online scaffolding design for guiding the development of pre-service teachers' argumentation skills. Participants were randomly assigned…
Descriptors: Preservice Teachers, Preservice Teacher Education, Persuasive Discourse, Skill Development
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Somyürek, Sibel; Brusilovsky, Peter; Çebi, Ayça; Akhüseyinoglu, Kamil; Güyer, Tolga – International Journal of Information and Learning Technology, 2021
Purpose: Interest is currently growing in open social learner modeling (OSLM), which means making peer models and a learner's own model visible to encourage users in e-learning. The purpose of this study is to examine students' views about the OSLM in an e-learning system. Design/methodology/approach: This case study was conducted with 40…
Descriptors: Student Attitudes, Self Evaluation (Individuals), Peer Evaluation, Electronic Learning
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Harichandran, Ronald S.; Erdil, Nadiye O.; Carnasciali, Maria-Isabel; Nocito-Gobel, Jean; Li, Cheryl – Advances in Engineering Education, 2018
An innovative approach to develop an entrepreneurial mindset in all undergraduate engineering and computer science students is being developed and implemented. The approach consists of the development of short e-learning modules on 18 entrepreneurial topics and the integration of these modules into regular courses in programs. A flipped classroom…
Descriptors: Entrepreneurship, Engineering Education, Electronic Learning, Computer Science Education
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Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
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Sibley F. Lyndgaard; Corey E. Tatel; Ruth Kanfer; Julia E. Melkers; Justin C. Sabree – Computer-Based Learning in Context, 2022
The disruptive effects of the COVID pandemic on vulnerable and/or minority demographic groups among 1) student populations and 2) persons employed in low wage sectors are well-established. This study examined whether disparity in the disruptive effects of the pandemic extend to adult learners employed in "bright prospect" sectors (e.g.,…
Descriptors: COVID-19, Pandemics, Minority Group Students, Adult Students
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Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
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