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Showing 1 to 15 of 17 results Save | Export
Jill H. Westerlund – ProQuest LLC, 2024
Computer science (CS) education has experienced rapid growth over the past decade with student demand leading to new courses or course pathways being offered in K-12 educational settings. Student demand has been matched by parent/community and technology industry support. Educators have quickly responded to the demand by expanding course…
Descriptors: Barriers, Computer Science Education, Educational Practices, Educational Technology
Govind, Madhu – ProQuest LLC, 2022
In recent years there has been an increased push for K-12 computer science education. A major reason for this push is the growing evidence that introducing young children to coding can enhance their interest and promote their learning of foundational skills needed to thrive in today's technologically rich world. However, little research has…
Descriptors: Grade 2, Elementary School Teachers, Teacher Attitudes, Robotics
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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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Zhanxia Yang; Marina Bers – Computer Science Education, 2024
Background and Context: Historically, women have been underrepresented in computer science. To address this gender gap, researchers advocate for high-quality computer science programs for early childhood. Objectives: This study examines gender differences in coding performance before and after implementing a 24-lesson visual programming curriculum…
Descriptors: Gender Differences, Grade 1, Elementary School Students, Programming
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Gonçalves, Rafael Queiroz; von Wangenheim, Christiane Gresse; Hauck, Jean Carlo Rossa; Petri, Giani – Informatics in Education, 2017
The management of contemporary software projects is unfeasible without the support of a Project Management (PM) tool. In order to enable the adoption of PM tools in practice, teaching its usage is important as part of computer education. Aiming at teaching PM tools, several approaches have been proposed, such as the development of educational PM…
Descriptors: Feedback (Response), Teaching Methods, Program Administration, Instructional Innovation
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Goncalves, Rafael Queiroz; von Wangenheim, Christiane A. Gresse; Hauck, Jean C. R.; Zanella, Andreia – IEEE Transactions on Education, 2018
Contribution: An approach is presented to provide contextualized feedback for students using a project management (PM) tool. This approach covers the ten PM knowledge areas, guiding students through the planning of software projects. Background: Because software PM is unfeasible without the support of a PM tool there is a growing demand that these…
Descriptors: Feedback (Response), Teaching Methods, Program Administration, Instructional Innovation
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Nicholas, Howard; Ng, Wan – International Journal of Technology and Design Education, 2012
While the ready-made Lego[TM] Robotics kits are popular in schools and are used by students at both primary and secondary year levels, using the Picaxe microcontroller (chip) to create simple electronic devices, including robotic devices is less popular. The latter imposes an additional challenge as a result of the need to construct the universal…
Descriptors: Foreign Countries, Secondary School Teachers, Teacher Attitudes, Pedagogical Content Knowledge
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Talon, Benedicte; Sagar, Mouldi; Kolski, Christophe – ACM Transactions on Computing Education, 2012
Training professionals to design and produce interactive systems requires the use of well thought-out training scenarios. Indeed, it is essential to consider pedagogical forms whose objective is providing learners with field experience. It is also necessary to motivate learners to learn about subjects that sometimes seem distant from their…
Descriptors: Foreign Countries, Computer Science Education, Computer System Design, Interaction
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Dyson, Laurel Evelyn; Litchfield, Andrew; Lawrence, Elaine; Raban, Ryszard; Leijdekkers, Peter – Australasian Journal of Educational Technology, 2009
This article reports on an m-learning research agenda instituted at our university in order to explore how mobile technology can enhance active, experiential learning. Details of the implementation and results of four areas of m-learning are presented: mobile supported fieldwork, fostering interactivity in large lectures with mobile technology,…
Descriptors: Experiential Learning, Case Studies, Program Implementation, Curriculum Implementation
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Suzuki, Katsuaki – International Journal on E-Learning, 2009
This article describes the creation of a fully online master's program for e-learning specialist training. This program is the first of its kind in Japan. As background information, Japan's general trends in e-learning are described, including activities of the e-Learning Consortium Japan and National Institute of Multimedia in Education. Such…
Descriptors: Instructional Design, Curriculum Design, Masters Programs, Foreign Countries
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Wang, Yuanqiong; Braman, James – Journal of Information Systems Education, 2009
Second Life is a three-dimensional (3D) electronic environment where members can socialize, hold virtual meetings, or conduct economic transactions. Utilizing virtual environments like Second Life is believed to provide educators with a new medium for teaching and information dissemination that bypasses the normal boundaries associated with…
Descriptors: Student Surveys, Learning Motivation, Virtual Classrooms, Learning Experience
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Dreher, Carl; Reiners, Torsten; Dreher, Naomi; Dreher, Heinz – Journal of Information Systems Education, 2009
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming increasingly popular in business, for example via simulations in Second Life. However the capacity of Virtual Worlds is…
Descriptors: Sociocultural Patterns, Curriculum Design, Student Projects, Student Motivation
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Williams, Jo; Chinn, Susan J. – Journal of Information Systems Education, 2009
Increased attention to student engagement and active learning strategies have become particularly relevant in today's classroom environments. These approaches are also considered to be meaningful when teaching "net generation" students who have different styles and expectations. This study attempts to address these challenges through the…
Descriptors: Learning Strategies, Experiential Learning, Active Learning, Information Technology
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Seethamraju, Ravi – Journal of Information Systems Education, 2007
Considering the increasing importance of enterprise systems in business, and their pedagogical value in demonstrating business process orientation and concepts of integration, several universities have incorporated popular enterprise system (ES) software products such as SAP R/3 into their business school curricula. This paper describes an attempt…
Descriptors: Educational Strategies, Curriculum Design, Student Attitudes, Computer Software
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