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Valeriy Savin; Alexander Osadchy; Lyudmila Savina; Igor Stasuk; Ivan Barinov – International Society for Technology, Education, and Science, 2023
The proposed computer system implements a scheme of joint-classroom and distance learning, scientific and exploratory research in order to motivate and stimulate students' independent work in acquiring professional competencies. The developed system reflects both the traditional structure of education in universities using groups of students,…
Descriptors: Distance Education, Job Training, Engineering, Sciences
Euler, Elias; Prytz, Christopher; Gregorcic, Bor – Physics Education, 2020
In this paper, we present three types of activity that we have observed during students' free exploration of a software called "Algodoo," which allows students to explore a range of physics phenomena within the same digital learning environment. We discuss how, by responding to any of the three activity types we identify in the students'…
Descriptors: Physics, Educational Environment, Educational Technology, College Students
Herceg, Ðorde; Herceg, Dejana – Informatics in Education, 2020
Connecting theory and practice in teaching is sometimes difficult, as it requires expensive or delicate equipment, thus limiting the teacher to giving demonstrations in which students are passive participants. Numerical mathematics, as an applied discipline, should be taught on real world examples. By using inexpensive Arduino hardware, we can…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Software
Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
Valaski, Joselaine; Reinehr, Sheila; Malucelli, Andreia – Interactive Technology and Smart Education, 2017
Purpose: The purpose of this research was to evaluate whether ontology integrated in an organizational learning environment may support the automatic learning material classification in a specific knowledge area. Design/methodology/approach: An ontology for recommending learning material was integrated in the organizational learning environment…
Descriptors: Classification, Instructional Materials, Automation, Taxonomy
Herrada, Rosario I.; Baños, Raúl; Alcayde, Alfredo – Education Sciences, 2020
In recent years, several innovations have emerged in the field of education, including Blended-Learning, Massive Open Online Courses, Flipped Classroom and Gamification. In particular, several investigations have highlighted the effectiveness of student response systems, or clickers, in different subjects and disciplines. Although some literature…
Descriptors: Student Reaction, Audience Response Systems, Instructional Effectiveness, Learning Analytics
Yang, Eunice – Physics Teacher, 2016
This paper discusses the use of a free mobile engineering application (app) called Autodesk® ForceEffect™ to provide students assistance with spatial visualization of forces and more practice in solving/visualizing statics problems compared to the traditional pencil-and-paper method. ForceEffect analyzes static rigid-body systems using free-body…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Computer Software
Kiravu, Cheddi; Yanev, Kamen M.; Tunde, Moses O.; Jeffrey, Anna M.; Schoenian, Dirk; Renner, Ansel – International Journal of Information and Learning Technology, 2016
Purpose: Integrating laboratory work into interactive engineering eLearning contents augments theory with practice while simultaneously ameliorating the apparent theory-practice gap in traditional eLearning. The purpose of this paper is to assess and recommend media that currently fulfil this desirable dual pedagogical goal.…
Descriptors: Engineering, Laboratories, Electronic Learning, Educational Technology
Tang, Stephen; Hanneghan, Martin; Carter, Christopher – Electronic Journal of e-Learning, 2013
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Descriptors: Models, Engineering, Instructional Design, Computer Games
Munoz-Organero, M.; Munoz-Merino, P. J.; Kloos, C. D. – IEEE Transactions on Education, 2012
Teaching electrical and computer software engineers how to configure network services normally requires the detailed presentation of many configuration commands and their numerous parameters. Students tend to find it difficult to maintain acceptable levels of motivation. In many cases, this results in their not attending classes and not dedicating…
Descriptors: Attendance, Student Motivation, Computer Software, Engineering Education
Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A. – Computers & Education, 2011
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…
Descriptors: Experimental Groups, Control Groups, Computer Software, Engineering
Zeng, QingHua; Zhang, WeiHua; Huang, ZheZhi; Dong, RongHua – IEEE Transactions on Education, 2014
This paper describes the development of an aero control experiment apparatus (ACEA) for use in aerospace control practical courses. The ACEA incorporates a systematic multihierarchy learning and teaching method, and was designed to improve aerospace engineering students' understanding of unmanned aerial vehicle (UAV) control systems. It offers a…
Descriptors: Aerospace Education, Teaching Methods, Computer Software, Educational Technology
Smith, Toni M.; Seshaiyer, Padmanabhan; Peixoto, Nathalia; Suh, Jennifer M.; Bagshaw, Graham; Collins, Laurena K. – Mathematics Teaching in the Middle School, 2013
As much as ever before, mathematics teachers are searching for ways to connect mathematics to real-life scenarios within STEM contexts. As students develop skill in proportional reasoning, they examine graphical representations of linear functions, learn to associate "slope" with "steepness" and rate of change, and develop…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle Schools, Teaching Methods
Barbero, Basilio Ramos; Pedrosa, Carlos Melgosa; Mate, Esteban Garcia – Educational Technology & Society, 2012
The purpose of this study is to determine which 3D viewers should be used for the display of interactive graphic engineering documents, so that the visualization and manipulation of 3D models provide useful support to students of industrial engineering (mechanical, organizational, electronic engineering, etc). The technical features of 26 3D…
Descriptors: Engineering, Learning Processes, Computer Assisted Design, Computer Software
Ozkul, Ahmet – American Journal of Business Education, 2012
Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…
Descriptors: Business Administration Education, Computer Simulation, Educational Games, Educational Technology

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