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K. G. Srinivasa; Aman Singh; Kshitij Kumar Singh Chauhan – IEEE Transactions on Education, 2024
Contribution: This article investigates the impact of gamified learning on high school students (grades 9-12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education…
Descriptors: High School Students, Gamification, Computer Science Education, Critical Thinking
Fraire, Juan A.; Duran, Juan E. – IEEE Transactions on Education, 2021
Contribution: In a context where hands-on courses are biased toward specific technologies, a novel creativity-provoking instructional approach for networking undergraduate courses is successfully applied following action research principles and active and creative learning techniques. Background: Extensive engineering-oriented networking courses…
Descriptors: Experiential Learning, Creativity, Curriculum Development, Teaching Methods
Clark, Renee M.; Wang, Mohan; Splain, Zachary A.; Chen, Kevin P. – IEEE Transactions on Education, 2020
Contribution: A hybrid approach involving reduced lecture content with project-based learning (PBL) was introduced to a standalone course in optics at an engineering school not specialized in this area, with promising results. Background: At most schools, optics is an elective "niche" area involving a single senior course. This presents…
Descriptors: Optics, Light, Lasers, Active Learning
Nolen, Susan Bobbitt; Koretsky, Milo D. – IEEE Transactions on Education, 2018
Contribution: Student engagement and interest in engineering is compared between virtual and physical laboratory projects, designed to be realistic and replicate engineering practice. Reported motivation and engagement was greater in the virtual project than the physical projects. Results are interpreted in terms of the different affordances for…
Descriptors: Laboratories, Engineering Education, Student Motivation, Learner Engagement
Cadenas, José O.; Sherratt, R. Simon; Howlett, Des; Guy, Chris G.; Lundqvist, Karsten O. – IEEE Transactions on Education, 2015
This paper describes a virtual system that emulates an ARM-based processor machine, created to replace a traditional hardware-based system for teaching assembly language. The virtual system proposed here integrates, in a single environment, all the development tools necessary to deliver introductory or advanced courses on modern assembly language…
Descriptors: Cost Effectiveness, Feedback (Response), Student Attitudes, Computer Simulation