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Showing 1 to 15 of 31 results Save | Export
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Anette Bentz; Bernhard Standl – ACM Transactions on Computing Education, 2024
Digital literacy is considered to be crucial for social and professional participation. Hence, several projects have been launched in school, as well as extracurricular activities to promote digital literacy in middle school. They aim, among other things, to increase interest in the so-called STEM subjects (science, technology, engineering, and…
Descriptors: Digital Literacy, Computer Science Education, Extracurricular Activities, Middle School Students
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Magen-Nagar, Noga; Cohen, Lizi – Education and Information Technologies, 2017
The goal of the research was to examine the contribution of learning strategies as a mediator for motivation and a sense of achievement in a Massive Open Online Course (MOOC), among students who participate in a unique program in Israel, called "Academy Online--MOOCs in the Israeli Education System." The goal of the program was to…
Descriptors: Learning Strategies, Academic Achievement, Online Courses, Foreign Countries
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Calvo, Isidro; Cabanes, Itziar; Quesada, Jeronimo; Barambones, Oscar – IEEE Transactions on Education, 2018
This paper describes the design of an industrial informatics course, following the project-based learning methodology, and reports the experience of four academic years (from 2012-13 to 2015-16). Industrial Informatics is a compulsory course taught in the third year of the B.Sc. degree in industrial electronics and automation engineering at the…
Descriptors: Active Learning, Student Projects, Interdisciplinary Approach, Information Science
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Kim, Jin-Ok; Kim, Jinsoo – International Journal of Mobile and Blended Learning, 2018
This article aims at developing an art-based STEAM educational program that would help elementary school students to develop their abilities to solve scientific problems and artistic sensibilities by using an educational robot. In addition, this article investigates whether the program could be applied in the field. In order to achieve the purpose…
Descriptors: STEM Education, Art Education, Robotics, Elementary School Students
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Ortiz, Octavio Ortiz; Pastor Franco, Juan Ángel; Alcover Garau, Pedro María; Herrero Martín, Ruth – IEEE Transactions on Education, 2017
This paper describes a study of teaching a programming language in a C programming course by having students assemble and program a low-cost mobile robot. Writing their own programs to define the robot's behavior raised students' motivation. Working in small groups, students programmed the robots by using the control structures of structured…
Descriptors: Robotics, Telecommunications, Handheld Devices, Programming
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dos Santos Lopes, Maísa Soares; Gomes, Iago Pacheco; Trindade, Roque M. P.; da Silva, Alzira F.; de C. Lima, Antonio C. – IEEE Transactions on Learning Technologies, 2017
Remote robotics laboratories have been successfully used for engineering education. However, few of them use mobile robots to to teach computer science. This article describes a mobile robot Control and Programming Environment (CPE) and its pedagogical applications. The system comprises a remote laboratory for robotics, an online programming tool,…
Descriptors: Robotics, Programming, Educational Technology, Technology Uses in Education
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Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin – IEEE Transactions on Education, 2017
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word…
Descriptors: Teaching Methods, Workshops, Models, Adolescents
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Kwok, Virginia H. Y. – English Language Teaching, 2015
Living in the twenty-first century, life unplugged seems impossible without the Internet, mobile phones, i-products or other types of electronic gadgets for long. While language educators are overwhelmingly occupied with investigating the impact of computers and mobile learning, here is a call to address the value of face-to-face instruction in…
Descriptors: Technology Uses in Education, Technology Integration, English (Second Language), Teaching Methods
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Peleg, Ran; Baram-Tsabari, Ayelet – Journal of Science Education and Technology, 2017
Theatre is often introduced into science museums to enhance visitor experience. While learning in museums exhibitions received considerable research attention, learning from museum theatre has not. The goal of this exploratory study was to investigate the potential educational role of a science museum theatre play. The study aimed to investigate…
Descriptors: Science Education, Robotics, Science Teaching Centers, Museums
Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Mather, Richard – Research in Learning Technology, 2015
A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…
Descriptors: Mixed Methods Research, Programming, Cooperative Learning, Technology Uses in Education
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Park, Jungho – Journal of Computers in Mathematics and Science Teaching, 2015
Much research has been conducted in educational robotics, a new instructional technology, for K-12 education. However, there are arguments on the effect of robotics and limited empirical evidence to investigate the impact of robotics in science learning. Also most robotics studies were carried in an informal educational setting. This study…
Descriptors: Robotics, Elementary School Science, Science Instruction, Inquiry
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Scott, Michael James; Counsell, Steve; Lauria, Stanislao; Swift, Stephen; Tucker, Allan; Shepperd, Martin; Ghinea, Gheorghita – IEEE Transactions on Education, 2015
Computer programming is notoriously difficult to learn. To this end, regular practice in the form of application and reflection is an important enabler of student learning. However, educators often find that first-year B.Sc. students do not readily engage in such activities. Providing each student with a programmable robot, however, could be used…
Descriptors: Robotics, Introductory Courses, Programming, Educational Practices
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Scandola, Michele; Fiorini, Paolo – Themes in Science and Technology Education, 2013
Digital Storytelling (DST) is a powerful tool for teaching complex concepts. DSTs are typically used in the humanities but several papers have shown that they are also a wonderful tool for the sciences because they are more involving, contextualized and can easily lead to deeper understanding. In the classical use of DST the story is the content,…
Descriptors: Robotics, Fundamental Concepts, Teaching Methods, Story Telling
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