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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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Smith, Mariah; Peterson, Donna J.; Downey, Laura H. – Journal of Extension, 2020
The lesson study methodology allows Extension educators to reflect on instructional practices and gather formative data that can be used to refine curricula. We trained Extension educators and formed a community of practice (CoP) of agents who used the lesson study method to inform improvements of a 4-H coding curriculum. The CoP planned and set…
Descriptors: Curriculum Development, Extension Education, Teacher Collaboration, Communities of Practice
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Kussmaul, Clif – Information Systems Education Journal, 2020
This case describes a classroom activity that explores a fictional software product company to help students learn about ways that businesses make money from software, including Free & Open Source Software (FOSS). The activity shows how a company might evolve through different business models, but does not imply that some models are always…
Descriptors: Class Activities, Computer Software, Computer Science Education, Inquiry
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Celis Rangel, Jakeline G.; King, Melissa; Muldner, Kasia – ACM Transactions on Computing Education, 2020
Learning to program requires perseverance, practice, and the mindset that programming skills are improved through these activities (i.e., that everyone has the potential to become good at programming). In contrast to an entity mindset, individuals with an incremental mindset believe that ability is malleable and can be improved with effort. Prior…
Descriptors: Intervention, Cognitive Structures, Programming, Learning Activities
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Sajjanhar, Atul; Faulkner, Julie – Education and Information Technologies, 2019
In this study, we gauge the perceptions of novice computer programmers about Second Life (SL) as a digital learning environment for concept understanding in computer programming. SL is chosen as the learning environment because it offers, within a constructivist frame, the use of learner-centered pedagogies for designing curriculum. We adopt a…
Descriptors: Novices, Programming, Computer Simulation, Internet
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Alfayez, Abdulaziz A.; Lambert, Judy – Computers in the Schools, 2019
The Ministry of Education in Saudi Arabia implemented a new computer science curriculum in 2008. There was speculation that many computer science teachers did not possess sufficient knowledge of computational thinking needed to teach this subject. To investigate this topic, a quantitative research study was conducted with 55 male computer science…
Descriptors: Foreign Countries, Computer Science Education, Males, Secondary School Teachers
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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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Ramos, Vinicius F. C.; Cechinel, Cristian; Magé, Larissa; Lemos, Robson – Informatics in Education, 2021
Teaching introductory computer programming and choosing the proper tools and programming languages are challenging tasks. Most of the existing tools are not fully integrated into systems to support the teaching-learning processes. The present paper describes the usability evaluation of the Virtual Programming Lab module for Moodle (VPL-Moodle)…
Descriptors: Student Satisfaction, Teacher Attitudes, Usability, Computer Interfaces
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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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Thomas, Kevin M.; Ivy, Jessica; Cook, Kristin; Kelley, Robert R. – Journal of Cybersecurity Education, Research and Practice, 2022
The purpose of this study was to examine the impact of a GenCyber camp curriculum on teachers' technology, pedagogy, and content knowledge (TPACK). The camp was designed to engage participants in developing the knowledge and skills to incorporate GenCyber Cybersecurity First Principles and GenCyber Cybersecurity Concepts (GenCyber, 2019) into…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Information Security, Computer Security
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Pinphet, Pichai; Wasanasomsithi, Punchalee – rEFLections, 2022
Thai undergraduate engineering students seem to have difficulty mastering English oral communication ability. This study investigated the effects of project-based blended learning with communication strategy instruction to develop English oral communication ability of undergraduate engineering students. Four communication strategies, namely asking…
Descriptors: Undergraduate Students, Engineering Education, Speech Communication, Communication Strategies
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Faraon, Montathar; Rönkkö, Kari; Wiberg, Mikael; Ramberg, Robert – Education and Information Technologies, 2020
As information technology continues to evolve rapidly in society, coding skills become increasingly essential to develop. The purpose of this article is to examine differences between the learner-centered and sociocultural approaches when teaching and learning coding in higher education. A quasi-experiment was applied over six academic semesters…
Descriptors: Higher Education, Computer Science Education, Computer System Design, Web Sites
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Domínguez, César; Jaime, Arturo; García-Izquierdo, Francisco José; Olarte, Juan José – ACM Transactions on Computing Education, 2020
A capstone project is an extensive learning experience traditionally developed during a student's final academic year. Assessing such a complex assignment involves several challenges and is usually based upon the evaluations of at least two different people: the capstone project advisor, and one or more other assessors. Quantitative studies…
Descriptors: Computer Science Education, Capstone Experiences, Student Evaluation, Student Projects
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Yin, Jiaqi; Goh, Tiong-Thye; Yang, Bing; Xiaobin, Yang – Journal of Educational Computing Research, 2021
This study investigated the impact of a chatbot-based micro-learning system on students' learning motivation and performance. A quasi-experiment was conducted with 99 first-year students taking part in a basic computer course on number system conversion. The students were assigned to a traditional learning group or a chatbot-based micro-learning…
Descriptors: Educational Technology, Technology Uses in Education, Student Motivation, Academic Achievement
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Huo, Rongrong – European Journal of Science and Mathematics Education, 2023
In our investigation of university students' knowledge about real numbers in relation to computer algebra systems (CAS) and how it could be developed in view of their future activity as teachers, we used a computer algorithm as a case to explore the relationship between CAS and the knowledge of real numbers as decimal representations. Our work was…
Descriptors: Numbers, Computer Science Education, Knowledge Level, Algorithms
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