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Showing 1 to 15 of 32 results Save | Export
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Seshadri, Keshavan; Liu, Peng; Koes, David Ryan – Journal of Chemical Education, 2020
Classroom response systems are an important tool in many active learning pedagogies. They support real-time feedback on student learning and promote student engagement, even in large classrooms, by allowing instructors to solicit an answer to a question from all students and show the results. Existing classroom response systems are general purpose…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Programming Languages
Asaad, Diana – ProQuest LLC, 2017
Many institutions across the United States are investing considerable financial resources and human resources in the implementation of personalized adaptive learning (PAL) solutions to improve institutional learning outcomes. Little is known about the shapes and forms of measuring PAL success and the tools that may be utilized to evaluate…
Descriptors: Comparative Analysis, Interviews, Qualitative Research, Higher Education
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Castledine, Alanah-Rei; Chalmers, Chris – Design and Technology Education, 2011
With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the…
Descriptors: Foreign Countries, Problem Solving, Grade 6, Relevance (Education)
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Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
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Kolfschoten, Gwendolyn; Lukosch, Stephan; Verbraeck, Alexander; Valentin, Edwin; de Vreede, Gert-Jan – Computers & Education, 2010
Nowadays we need to teach students how to become flexible problem solvers in a dynamic world. The pace in which technology changes and complexity increases requires increased efficiency in learning and understanding. This requires the engineers of tomorrow to quickly gain knowledge and insight outside their prime area of expertise. To transfer…
Descriptors: Instructional Design, Problem Solving, Learning Processes, Efficiency
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Castro-Schez, J. J.; del Castillo, E.; Hortolano, J.; Rodriguez, A. – IEEE Transactions on Education, 2009
Educational software tools are considered to enrich teaching strategies, providing a more compelling means of exploration and feedback than traditional blackboard methods. Moreover, software simulators provide a more motivating link between theory and practice than pencil-paper methods, encouraging active and discovery learning in the students.…
Descriptors: Foreign Countries, Computer Software, Data Analysis, Web Based Instruction
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Ivanova, Malinka; Chatti, Mohamed Amine – Journal of Educational Technology Systems, 2011
The development of Personal Learning Environments (PLEs) is in the scope of research groups and educators aiming to propose suitable mechanisms for the organization of self-controlled and self-directed learning, providing students with tools and services for access to content and human intelligence inside and outside the educational institutions.…
Descriptors: Foreign Countries, Learner Controlled Instruction, Individualized Instruction, College Students
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Muganda, Nixon; Joubert, Pieter, Jr.; Toit, Jacques Du; Johnson, Roy – Electronic Journal of Research in Educational Psychology, 2012
Introduction: This paper examines the persistent problematic issue of engaging business students in teaching computer programming. Studies continue to document challenges in teaching computer programming and various methods have been proposed with varying degrees of success. From an educator's perspective, the concern is how to engage students to…
Descriptors: Computer Assisted Instruction, Computers, Stakeholders, Teaching Methods
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Sullivan, Florence R. – Educational Technology & Society, 2011
This paper presents the results of a micro-genetic analysis of the development of a creative solution arrived at by students working collaboratively to solve a robotics problem in a sixth grade science classroom. Results indicate that four aspects of the enacted curriculum proved important to developing the creative solution, including the…
Descriptors: Group Dynamics, Inquiry, Grade 6, Creative Thinking
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Rajala, Teemu; Laakso, Mikko-Jussi; Kaila, Erkki; Salakoski, Tapio – Journal of Information Technology Education, 2008
Program visualization is one of the various methods developed over the years to aid novices with their difficulties in learning to program. It consists of different graphical--often animated--and textual objects, visualizing the execution of programs. The aim of program visualization is to enhance students' understanding of different areas of…
Descriptors: College Instruction, College Students, Control Groups, Visualization
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Sancho-Thomas, Pilar; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Computers & Education, 2009
University courses about computer programming usually seek to provide students not only with technical knowledge, but also with the skills required to work in real-life software projects. Nowadays, the development of software applications requires the coordinated efforts of the members of one or more teams. Therefore, it is important for software…
Descriptors: Constructivism (Learning), Dropout Rate, Computer Assisted Instruction, Problem Based Learning
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Alvino, Serena; Asensio-Perez, Juan I.; Dimitriadis, Yannis; Hernandez-Leo, Davinia – Distance Education, 2009
Distance and blended collaborative learning settings are usually characterized by different "social structures" defined in terms of groups' number, dimension, and composition; these structures are variable and can change within the same activity. This variability poses additional complexity to instructional designers, when they are…
Descriptors: Social Structure, Educational Principles, Cooperative Learning, Case Studies
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Coffey, John W.; Koonce, Robert – Journal of Computers in Mathematics and Science Teaching, 2008
This article contains a description of the organization and method of use of an active learning environment named MODeLeR, (Multimedia Object Design Learning Resource), a tool designed to facilitate the learning of concepts pertaining to object modeling with the Unified Modeling Language (UML). MODeLeR was created to provide an authentic,…
Descriptors: Constructivism (Learning), Active Learning, Teaching Methods, Computer Assisted Instruction
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Cushion, Steve – Computer Assisted Language Learning, 2006
We will argue that CALL can usefully be viewed as a subset of computer software engineering and can profit from adopting some of the recent progress in software development theory. The unified modelling language has become the industry standard modelling technique and the accompanying unified process is rapidly gaining acceptance. The manner in…
Descriptors: Computer Assisted Instruction, Computer Science, Second Language Learning, Computer Software
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Limanauskiene, Virginija; Stuikys, Vytautas – Electronic Journal of e-Learning, 2009
With the expansion of e-learning, the understanding and evaluation of already created e-learning environments is becoming an extremely important issue. One way to dealing with the problem is analysis of case studies, i.e. already created environments, from the reuse perspective. The paper presents a general framework and model to assess UNITE, the…
Descriptors: Electronic Learning, Communication Problems, Computer Assisted Instruction, Editing
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