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Good, Jonathon; Keenan, Sarah; Mishra, Punya – Journal of Computers in Mathematics and Science Teaching, 2016
The popular press is rife with examples of how students in the United States and around the globe are learning to program, make, and tinker. The Hour of Code, maker-education, and similar efforts are advocating that more students be exposed to principles found within computer science. We propose an expansion beyond simply teaching computational…
Descriptors: Aesthetics, Computer Science Education, Thinking Skills, Computer Literacy
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O'Grady, Michael J. – ACM Transactions on Computing Education, 2012
Computer Science (CS) is a relatively new disciple and how best to introduce it to new students remains an open question. Likewise, the identification of appropriate instructional strategies for the diverse topics that constitute the average curriculum remains open to debate. One approach considered by a number of practitioners in CS education…
Descriptors: Educational Strategies, Problem Based Learning, Teaching Methods, Computer Science
Vanek, Jenifer B. – ProQuest LLC, 2017
This research explores the difficulties faced by many migrant, refugee, and immigrant adults confronted with technological ubiquity in economically developed countries. Preparing migrant adult learners for the digital world by building digital literacy skills can help to maintain home language proficiency, support English language learning, and…
Descriptors: Migrants, Adult Learning, Computer Literacy, Media Literacy
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Bower, Matt – Distance Education, 2011
Based on a three-semester design-based research study examining learning and teaching in a web-conferencing environment, this article identifies types of synchronous collaboration competencies and reveals their influence on learning processes. Four levels of online collaborative competencies were observed--operational, interactional, managerial,…
Descriptors: Foreign Countries, Distance Education, Synchronous Communication, Teleconferencing
Walker, Jacob J. – Online Submission, 2010
This Action Research project and Pilot Study was designed and implemented to improve students' hypothetical thinking abilities by exploring the possibility that learning and playing the computer game Minesweeper may inherently help improve hypothetical thinking. One objective was to use educational tools to make it easier for students to learn the…
Descriptors: Action Research, Pretests Posttests, Program Effectiveness, Correlation
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Adams, Ruifang Hope; Strickland, Jane – Journal of Educational Technology Systems, 2011
This study investigated the effects of computer-assisted feedback strategies that have been utilized by university students in a technology education curriculum. Specifically, the study examined the effectiveness of the computer-assisted feedback strategy "Knowledge of Response feedback" (KOR), and the "Knowledge of Correct…
Descriptors: Feedback (Response), Control Groups, Technology Education, Experimental Groups
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Buraphadeja, Vasa; Kumnuanta, Jirang – Australasian Journal of Educational Technology, 2011
In its second decade of education reform and its third cycle of national ICT master plans, Thailand struggles to transform its aspirations into practice. This paper chronicles three decades of Thailand's ICT national plans and their relation to education reform. It also discusses the effect of global trends, Asian cultures, and Thai cultures on…
Descriptors: Foreign Countries, Peer Teaching, Tutoring, Asian Culture
Black, Mary C. – 1995
This practicum addresses the finding that college-bound high school experiential/internship students who pursued stringent secondary education programs often did not have the opportunity to participate in technology literacy elective courses, and therefore did not possess the minimal technology skills necessary for success in post-secondary…
Descriptors: Competence, Computer Literacy, Computer Science Education, Curriculum Design