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Dominguez, Cesar; Garcia-Izquierdo, Francisco J.; Jaime, Arturo; Perez, Beatriz; Rubio, Angel Luis; Zapata, Maria A. – IEEE Transactions on Learning Technologies, 2021
The study of the relationships between self-regulated learning and formative assessment is an active line of research in the educational community. A recent review of the literature highlights that the study of these connections has been mainly unidirectional, focusing on how formative assessment helps students to self-regulate their learning,…
Descriptors: Learning Analytics, Time Factors (Learning), Self Evaluation (Individuals), Formative Evaluation
Ellis, Robert A.; Han, Feifei; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2019
Collaboration is an increasingly important and difficult skill for graduate engineers to develop. While universities provide some measures of collaboration ability of students on graduation, there is still some dissatisfaction with the level of preparedness of students for collaborative activity in the workplace. This paper presents a case study…
Descriptors: Engineering Education, College Freshmen, Blended Learning, Cooperation
Bañeres, David; Clarisó, Robert; Jorba, Josep; Serra, Montse – IEEE Transactions on Learning Technologies, 2014
The synthesis of digital circuits is a basic skill in all the bachelor programmes around the ICT area of knowledge, such as Computer Science, Telecommunication Engineering or Electrical Engineering. An important hindrance in the learning process of this skill is that the existing educational tools for the design of circuits do not allow the…
Descriptors: Electronics, Design, Program Validation, Electronic Learning
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F. – IEEE Transactions on Learning Technologies, 2013
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
Descriptors: Computer Networks, Concept Teaching, Science Process Skills, Teaching Methods