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Maximiliano Paredes-Velasco; Isaac Lozano-Osorio; Diana Perez-Marin; Liliana Patricia Santacruz-Valencia – IEEE Transactions on Learning Technologies, 2024
Teaching programming is a topic that has generated a high level of interest among researchers in recent decades. In particular, multiple approaches to teaching visual programming have been explored, from the use of tools such as Scratch, robots, unplugged programming, or activities for the development of computational thinking. Despite the wide…
Descriptors: Visual Aids, Programming, Intelligent Tutoring Systems, Computer Oriented Programs
Tóth, Tomás; Lovászová, Gabriela – Informatics in Education, 2021
In education, we have noticed a significant gap between the ability of students to program in an educational visual programming environment and the ability to write code in a professional programming environment. The aim of our research was to verify the methodology of transition from visual programming of mobile applications in MIT App Inventor 2…
Descriptors: Foreign Countries, Computer Science Education, Programming, Coding
Jing Wang; Jasni Dolah – International Journal of Virtual and Personal Learning Environments, 2024
Cultural tourism provides rich opportunities for experiential learning, but a framework to foster such learning is lacking. This study introduces the "learning behaviors-interactive scenarios" framework to explore key facilitators of experiential learning in cultural tourism. Through a literature review, it outlines key learning…
Descriptors: Influences, Experiential Learning, Tourism, Cultural Awareness
Peixoto, Maria Joelma; Duarte, Paulo A. S.; Araújo, Pedro T.; Pinto, Pedro I. C.; Sarmento, Wellington W. F.; Trinta, Fernando A. M.; Viana, Windson – Informatics in Education, 2020
Mark Weiser coined the term Ubiquitous Computing (UbiComp) describing a future in which everyday life-objects would have embedded computers providing services anytime and anywhere. This paradigm is theme recurrent in many graduate courses of Computer Science around the world. To better understand the challenge of teaching Ubiquitous Computing…
Descriptors: Computer Science Education, Teaching Methods, Handheld Devices, Measurement Equipment
Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
Sakibayev, Spartak; Sakibayev, Razakh; Sakibayeva, Bela – Interactive Technology and Smart Education, 2019
Purpose: Nowadays, when mobile devices are actively evolving and penetrating the various spheres of human activity they have a potential to modernize and facilitate the sphere of IT education as well. This paper aims to test the hypothesis stating that introduction of mobile technology to the college-level database course for future IT specialists…
Descriptors: Technology Uses in Education, Handheld Devices, Computer Oriented Programs, Databases
Aljaloud, Abdulaziz; Gromik, Nicolas; Kwan, Paul; Billingsley, William – Australasian Journal of Educational Technology, 2019
This study aimed to investigate how the use of a smartphone clicker app by a group of 390 Saudi Arabian male undergraduate students would impact their learning performance while participating in a computer science class. The smartphone clicker app was used by the students during peer group discussions and to respond to teacher questions. A…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Handheld Devices
Meccawy, Maram – International Journal of Educational Technology, 2017
Teaching computer coding to children from a young age provides with them a competitive advantage for the future in a continually changing workplace. Programming strengthens logical and critical thinking as well as problem-solving skills, which lead to creative solutions for today's problems. The Little Programmer is an application for mobile…
Descriptors: Foreign Countries, Computer Science Education, Programming, Handheld Devices
Martincic, Cynthia J. – Information Systems Education Journal, 2016
Mobile application development is currently an important component of CS/IS education. Because of the rapid rate of change in the mobile application field, there are many websites that provide instructional material in tutorial format, but it is difficult to find a textbook that includes mobile application programming assignments and exercises.…
Descriptors: Undergraduate Students, Computer Science Education, Introductory Courses, Programming
Pastel, Robert; Seigel, Marika; Zhang, Wei; Mayer, Alex – ACM Transactions on Computing Education, 2015
Experience working in multidisciplinary teams is important both to prepare Computer Science (CS) students for industry and to improve their communication with teammates from disciplines other than their own. This article describes the evolution and results of collaborations among three courses: an undergraduate CS course about user interface…
Descriptors: Interdisciplinary Approach, Group Dynamics, Authentic Learning, Student Projects
Korzaan, Melinda; Lawrence, Cameron – Information Systems Education Journal, 2016
This lab exercise exposes students to Evernote, which is a powerful productivity application that has gained significant purchase in professional work environments. In many academic settings the introductory computer applications course has a specific focus on standard productivity applications such as MS Word and MS Excel. While ensuring fluency…
Descriptors: Productivity, Computer Oriented Programs, Introductory Courses, Computer Science Education
Soares, Andrey – Information Systems Education Journal, 2014
App Inventor has been used successfully to teach introduction to programming course for CS/IS/IT and Non-CS majors. Now, researchers are looking on how to include the tool in the curriculum of more advanced computing courses. This paper presents some Issues, Challenges and Opportunities observed while teaching courses on Mobile Application…
Descriptors: Teaching Methods, Programming, Computer Science Education, Information Systems
Vakil, Sepehr – Equity & Excellence in Education, 2014
To understand the digital divide as a matter of social justice, I identify access to computational fluency as a civil rights issue. "Access" refers to material as well as social resources, including meaningful learning opportunities that create the conditions for urban youth to engage in computational thinking. In this article, I explore…
Descriptors: Access to Computers, Disadvantaged, Critical Theory, Urban Youth
Akopian, David; Melkonyan, Arsen; Golgani, Santosh C.; Yuen, Timothy T.; Saygin, Can – Journal of Information Technology Education: Innovations in Practice, 2013
Smartphones are a common accessory to provide rich user experience due to superior memory, advanced software-hardware support, fast processing, and multimedia capabilities. Responding to this trend, advanced engineering systems tend to integrate mobile devices with their solutions to facilitate usability. With many young students showing interest…
Descriptors: Minicourses, Programming, Handheld Devices, Computer Oriented Programs
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