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Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
Jones, Derek – Journal of Learning Design, 2014
This paper considers the design of assessment for students of design according to behaviourist versus experiential pedagogical approaches, relating these to output-oriented as opposed to process-oriented assessment methods. It is part case study and part recognition of the importance of process in design education and how this might be applied in…
Descriptors: Distance Education, Experiential Learning, Design, Student Evaluation
Lee, Jong Hyuk; Lee, Seung Eun; Yu, Heon Chang; Suh, Taeweon – IEEE Transactions on Education, 2012
This paper presents a pipelined CPU design project with a field programmable gate array (FPGA) system in a computer architecture course. The class project is a five-stage pipelined 32-bit MIPS design with experiments on the Altera DE2 board. For proper scheduling, milestones were set every one or two weeks to help students complete the project on…
Descriptors: Computer Science Education, Computer System Design, Experiential Learning, Student Projects
Cui, Lin; Tso, Fung Po; Yao, Di; Jia, Weijia – IEEE Transactions on Learning Technologies, 2012
Remote access to physical laboratories for education has received significant attention from both researchers and educators as it provides access at reduced cost in sharing manner of real devices and gives students practical training. With the rapid growing of wireless technologies, it has become an essential of learning to have the hand-on…
Descriptors: Computer Uses in Education, Laboratories, Telecommunications, Electronic Learning
Deutschmann, Mats; Panichi, Luisa – International Journal of Virtual and Personal Learning Environments, 2013
This paper presents some of the overall frameworks and models for language learning that were used under Avalon (Access to Virtual and Action Learning live ONline), an EU co-funded project aimed at developing language-learning scenarios in virtual worlds. The introduction and background summarize some of the theories that constitute the starting…
Descriptors: Virtual Classrooms, Computer Simulation, Computer System Design, Models
Ozturk, O. – IEEE Transactions on Education, 2011
A project-oriented course for advanced undergraduate and graduate students is described for simulating multiple processor cores. Simics, a free simulator for academia, was utilized to enable students to explore computer architecture, operating systems, and hardware/software cosimulation. Motivation for including this course in the curriculum is…
Descriptors: Foreign Countries, Curriculum Development, Graduate Students, Undergraduate Students
Qurban, Mustafa H.; Austria, Richmond D. – Journal of Information Systems Education, 2009
The improvement of communication skills among Information Systems (IS) developers can be considered as a strategy to mitigate the risk of project failure during IS design. This paper addresses issues on various communication barriers normally encountered during its requirements elicitation (RE) stage. This study aims to adopt experiential learning…
Descriptors: Intervention, Experiential Learning, Communication Skills, Skill Development
Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
Peterson, J. Fiona – London Review of Education, 2009
The inherent opportunities for communication, collaboration and experiential learning in an online and global network create the impetus for the new network paradigm in higher education. A strategic knowledge network in education was designed and developed to build "Mode 2" knowledge capabilities; create new knowledge for innovative…
Descriptors: Global Education, Masters Programs, Experiential Learning, Foreign Countries
Wuttke, Heinz-Dietrich; Henke, Karsten – Interactive Technology and Smart Education, 2009
Purpose: The content, provided in learning management systems (LMS), is often text oriented as in a usual textbook, extended by some animations and links. Hands on activities and experiments are not possible. The paper aims to give an overview about the concept to couple smart simulation and assessment tools with an LMS to provide a more…
Descriptors: Feedback (Response), Experiential Learning, Student Evaluation, Teaching Methods
Scott, Elsje – Journal of Information Technology Education, 2008
The Computing Curricula (2005) place Information Systems (IS) at the intersection of exact sciences (e.g. General Systems Theory), technology (e.g. Computer Science), and behavioral sciences (e.g. Sociology). This presents particular challenges for teaching and learning, as future IS professionals need to be equipped with a wide range of…
Descriptors: Experiential Learning, Information Systems, Systems Development, Foreign Countries
Kehagias, Dimitris; Grivas, Michael; Mamalis, Basilis; Pantziou, Grammati – Campus-Wide Information Systems, 2006
Purpose: The purpose of this paper is to evaluate the use of a non-expensive dynamic computing resource, consisting of a Beowulf class cluster and a NoW, as an educational and research infrastructure. Design/methodology/approach: Clusters, built using commodity-off-the-shelf (COTS) hardware components and free, or commonly used, software, provide…
Descriptors: Information Systems, Systems Development, Computer System Design, Computer Networks

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