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Showing 1 to 15 of 27 results Save | Export
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Golnoush Haddadian; Prajwal Panzade; Daniel Takabi; Min Kyu Kim – International Journal of Technology in Education, 2025
In response to the demand for Artificial Intelligence (AI) experts, this study introduced a curriculum development initiative. The aim was to design and implement a Private AI curriculum to understand the computer science (CS) students' evaluations of the curricular activities and their levels of interest and motivation. Twenty-five students, a…
Descriptors: Computer Science Education, Artificial Intelligence, Curriculum Development, Curriculum Implementation
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Chung, Cheng-Yu; Awad, Nayif; Hsiao, I-Han – Australasian Journal of Educational Technology, 2021
Although numerous studies have demonstrated different ways that augmented reality (AR) can assist students to understand the learning content via contextualised visualisation, less explored is its effect on collaborative problem-solving (CPS) in computer programming. This study aims to investigate how AR affects a CPS in a programming task. We…
Descriptors: Problem Solving, Problem Based Learning, Cooperative Learning, Computer Simulation
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Weng, Xiaojing; Cui, Zhihao; Ng, Oi-Lam; Jong, Morris S. Y.; Chiu, Thomas K. F. – Journal of Science Education and Technology, 2022
Amid the maker movement, educators are proposing various making activities with programmable artifacts to prepare students for coping with the challenges in the twenty-first century. Today, the "4C" skills--critical thinking, creativity, communication, and collaboration--are regarded as significant learning outcomes in Science,…
Descriptors: Cooperative Learning, Problem Based Learning, Experiential Learning, Problem Solving
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Berssanette, João Henrique; de Francisco, Antonio Carlos – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques…
Descriptors: Active Learning, Computer Science Education, Programming, Educational Research
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Bozan, Karoly; Stoner, Claire; Maden, Burcu – Information Systems Education Journal, 2023
User Experience Design (UXD) is an often-neglected area of the information systems (IS) curriculum. UXD classes specifically designed for IS students are still uncommon in IS programs and this study aims to add to the body of knowledge to prepare a more well-rounded future generation of IS professionals. With this goal in mind, this study…
Descriptors: Information Systems, Interdisciplinary Approach, Constructivism (Learning), Teaching Methods
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Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
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Ullah, Abrar; Anwar, Sajid – Education Sciences, 2020
Student engagement in the learning process is the key to successful delivery of teaching and learning. Teachers face several challenges to engage learners in different disciplines, including computer science. This research conducts a review of BSc (Computer Science) programmes and introduces interactive activities to enhance learner engagement.…
Descriptors: Instructional Effectiveness, Information Technology, Technology Integration, Interaction
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Clarke, Peter J.; Davis, Debra L.; Chang-Lau, Raymond; King, Tariq M. – ACM Transactions on Computing Education, 2017
Software continues to affect a major part of our daily lives, including the way we use our phones, home appliances, medical devices, and cars. The pervasiveness of software has led to a growing demand for software developers over the next decade. To ensure the high quality of software developed in industry, students being trained in software…
Descriptors: Computer Software, Undergraduate Students, Computer Science Education, Online Catalogs
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Qurat-ul-Ain; Shahid, Farah; Aleem, Muhammad; Islam, Muhammad Arshad; Iqbal, Muhammad Azhar; Yousaf, Muhammad Murtaza – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The technology works as a catalyst through which many changes occur in the learning approaches, teaching methodologies, research arena, in the work environment and in the use of information and knowledge. Helping students to learn using technological tools rather than using conventional techniques has become more popular in the 21st century in…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods
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Ünal, Erhan; Çakir, Hasan – Malaysian Online Journal of Educational Technology, 2017
The purpose of this study was to design a problem based collaborative learning environment supported by dynamic web technologies and to examine students' views about this learning environment. The study was designed as a qualitative research. Some 36 students who took an Object Oriented Programming I-II course at the department of computer…
Descriptors: Student Attitudes, Problem Based Learning, Cooperative Learning, Educational Environment
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Marshall, Linda; Pieterse, Vreda; Thompson, Lisa; Venter, Dina M. – ACM Transactions on Computing Education, 2016
Employers require software engineers to work in teams when developing software systems. It is therefore important for graduates to have experienced teamwork before they enter the job market. We describe an experiential learning exercise that we designed to teach the software engineering process in conjunction with teamwork skills. The underlying…
Descriptors: Student Participation, Teamwork, Computer Software, Programming
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Cukurbasi, Baris; Kiyici, Mubin – Educational Technology & Society, 2018
The purpose of this study was to investigate the high school students' views on instructions based on Flipped Classroom Model (FC) and LEGO applications. The case study, which is one of the qualitative research methods, was used within the scope of the study, the duration of which was 7 weeks. In order to choose the research group of the study,…
Descriptors: High School Students, Student Attitudes, Grade 10, Problem Based Learning
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Charlton, Patricia; Avramides, Katerina – IEEE Transactions on Learning Technologies, 2016
This paper focuses on a design based research study about STEM (Science, Technology, Engineering and Maths) learning by making through collaboration and production. This study examines learning by making by students to explore STEM using a constructionist approach with a particular focus on computer science and engineering. The use of IoT as a…
Descriptors: Computer Science Education, Engineering Education, STEM Education, Constructivism (Learning)
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Wagner, Teri; Baum, Liesl; Newbill, Phyllis – Innovations in Education and Teaching International, 2014
Ill-structured problems abound that require sophisticated problem-solving skills, knowledge across multiple domains and the abilities to think critically and communicate effectively. Despite the abundance of rhetoric supporting the need to build these skills in our students, the acquisition of domain-specific knowledge is still the primary focus…
Descriptors: College Students, Critical Thinking, Problem Solving, Mastery Learning
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Hoic-Bozic, Natasa; Dlab, Martina Holenko; Mornar, Vedran – IEEE Transactions on Education, 2016
Blended learning models that combine face-to-face and online learning are of great importance in modern higher education. However, their development should be in line with the recent changes in e-learning that emphasize a student-centered approach and use tools available on the Web to support the learning process. This paper presents research on…
Descriptors: Blended Learning, Models, Web 2.0 Technologies, Hypermedia
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