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Silva-Maceda, Gabriela; Arjona-Villicaña, P. David; Castillo-Barrera, F. Edgar – IEEE Transactions on Education, 2016
Learning to program is a complex task, and the impact of different pedagogical approaches to teach this skill has been hard to measure. This study examined the performance data of seven cohorts of students (N = 1168) learning programming under three different pedagogical approaches. These pedagogical approaches varied either in the length of the…
Descriptors: Programming, Teaching Methods, Intermode Differences, Cohort Analysis
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Buell, Duncan A.; Cooley, Heidi Rae – Bulletin of Science, Technology & Society, 2012
Over the past 3 years, the authors have pursued unique cross-college collaboration. They have hosted a National Endowment for the Humanities (NEH)-funded Humanities Gaming Institute and team-taught a cross-listed course that brought together students from the humanities and computer science. Currently, they are overseeing the development of an…
Descriptors: Computer Science, Public Policy, Social History, History
Cheng, Jeremy C. Y. – European Journal of Open, Distance and E-Learning, 2014
This exploratory study examines emotional affordance of a massive open online course (MOOC). Postings in a discussion forum of a MOOC in computer science are analysed following a research design informed by virtual ethnography. Emotional affordance is investigated, focusing on non-achievement emotions which are not directly linked to achievement…
Descriptors: Open Universities, Online Courses, Distance Education, Educational Technology
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Tekin, Ahmet – Eurasian Journal of Educational Research, 2014
Problem Statement: There has recently been interest in educational databases containing a variety of valuable but sometimes hidden data that can be used to help less successful students to improve their academic performance. The extraction of hidden information from these databases often implements aspects of the educational data mining (EDM)…
Descriptors: Foreign Countries, Prediction, Grade Point Average, Undergraduate Students
Khan, Arshia – International Association for Development of the Information Society, 2014
Integrated curricula and experiential learning are the main ingredients to the recipe to improve student learning in higher education. In the academic computer science world it is mostly assumed that this experiential learning takes place at a business as an internship experience. The intent of this paper is to schism the traditional understanding…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin – Computer Science Education, 2013
Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot…
Descriptors: Computer Science Education, Programming, Robotics, Teaching Methods
Benbow, Ross J.; Vivyan, Erika – Wisconsin Center for Education Research, 2016
Building from findings showing that undergraduate computer science continues to have the highest attrition rates proportionally for women within postsecondary science, technology, engineering, and mathematics disciplines--a phenomenon that defies basic social equity goals in a high status field--this paper seeks to better understand how student…
Descriptors: Undergraduate Students, Gender Differences, Computer Science Education, Comparative Analysis
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Su, Jun-Ming; Lin, Huan-Yu – Educational Technology & Society, 2015
In recent years, software operating skills, the ability in computer literacy to solve problems using specific software, has become much more important. A great deal of research has also proven that students' software operating skills can be efficiently improved by practicing customized virtual and simulated examinations. However, constructing…
Descriptors: Foreign Countries, Computer Assisted Testing, Computer Simulation, Simulation
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Xu, Le; Huang, Dijiang; Tsai, Wei-Tek – IEEE Transactions on Education, 2014
Hands-on experiments are essential for computer network security education. Existing laboratory solutions usually require significant effort to build, configure, and maintain and often do not support reconfigurability, flexibility, and scalability. This paper presents a cloud-based virtual laboratory education platform called V-Lab that provides a…
Descriptors: Computer Networks, Computer Security, Educational Technology, Technology Uses in Education
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Jaokar, Ajit – Educational Technology, 2013
This article discusses the evolution of computing education in preparing for the next wave of computing. With the proliferation of mobile devices, most agree that we are living in a "post-PC" world. Using the Raspberry Pi computer platform, based in the UK, as an example, the author discusses computing education in a world where the…
Descriptors: Computer Uses in Education, Technological Advancement, Educational Development, Handheld Devices
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Mateo Sanguino, T. J.; Serrano Lopez, C.; Marquez Hernandez, F. A. – IEEE Transactions on Education, 2013
A new educational simulation tool designed for the generic study of wireless networks, the Wireless Fidelity Simulator (WiFiSim), is presented in this paper. The goal of this work was to create and implement a didactic tool to improve the teaching and learning of computer networks by means of two complementary strategies: simulating the behavior…
Descriptors: Computer Simulation, Telecommunications, Information Networks, Computer Science Education
Price, Kellie W. – ProQuest LLC, 2013
Decreasing enrollments, lower rates of student retention and changes in the learning styles of today's students are all issues that the Computer Science (CS) academic community is currently facing. As a result, CS educators are being challenged to find the right blend of technology and pedagogy for their curriculum in order to help students…
Descriptors: Computer Science Education, Introductory Courses, Programming, Majors (Students)
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Lameras, Petros; Levy, Philippa; Paraskakis, Iraklis; Webber, Sheila – Instructional Science: An International Journal of the Learning Sciences, 2012
This paper reports findings from a phenomenographic investigation into blended university teaching using virtual learning environments (VLEs). Interviews with 25 Computer Science teachers in Greek universities illuminated a spectrum of teachers' conceptions and approaches from "teacher-focused and content-oriented", through…
Descriptors: Information Transfer, Computer Science, Educational Technology, Blended Learning
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Hwang, Gwo-Jen; Wu, Chih-Hsiang; Tseng, Judy C. R.; Huang, Iwen – British Journal of Educational Technology, 2011
The popularity of mobile devices has encouraged the advance of ubiquitous learning, in which students are situated in a real-world learning environment with support from the digital world via the use of mobile, wireless communications, or even sensing technologies. Most of the ubiquitous learning systems are implemented with high-cost sensing…
Descriptors: Educational Technology, Telecommunications, Synchronous Communication, Handheld Devices
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