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Karabulut Coskun, Burcu; Askin Tekkol, Ilkay – Online Submission, 2018
The purpose of this study is to examine the conceptual framework of the changes in the curriculums of the Information Technologies course, which was started in 2006 and redeveloped in 2012 and 2018. These three curricula approved and implemented by the Board of Education within the Ministry of National Education in the survey will be examined by…
Descriptors: Information Technology, Computer Science Education, Curriculum Implementation, Curriculum Evaluation
Huang, Hong – Online Submission, 2016
Project-Based Learning (PBL) is a widely adopted pedagogy that ignites students' interest of a subject through the investigation of an authentic problem and cultivates their abilities of innovation and self-learning. Traditional PBL often involves a project of complexity and significant scale, which, under the time constraint of a course, is often…
Descriptors: Active Learning, Student Projects, Teaching Methods, Computer Science Education
Urfa, Mehmet; Durak, Gürhan – Online Submission, 2017
In the present study, the purpose was to determine students' views about the application of Flipped Classroom Model (FL), in which, different from the traditional method, homework is replaced by in-class activities and which has frequently been mentioned recently. The study was carried out with 24 students from the department of Computer Education…
Descriptors: Scientific Literacy, Ethics, Classroom Techniques, Teaching Methods
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies