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Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
von Hausswolff, Kristina – Computer Science Education, 2022
Background and Context: Research in programming education seems to show that hands-on writing at the keyboard is beneficial for learning, but we lack an explanation of why that is and an underlying theory to anchor that explanation. Objective: The first objective is to lay out a theoretical foundation for understanding the learning situation when…
Descriptors: Programming, Computer Science Education, Novices, Student Experience
Kerins, Andrew J. – Schole: A Journal of Leisure Studies and Recreation Education, 2023
Teaching an online course was always something I resisted. Like many of the colleagues I have talked to, I was worried that the lack of face-to-face interaction would significantly take away from the quality of the education for the students. With a class like Recreation Programming, I knew that students needed hands-on experience with running a…
Descriptors: Recreational Programs, Teaching Methods, Online Courses, Programming
Bosnic, Ivana; Cavrak, Igor; Žagar, Mario – ACM Transactions on Computing Education, 2019
Various software engineering (SE) curricula in higher education have started including courses on global software engineering (GSE), carried out as internationally distributed project-based courses. These courses, known for their closeness to "real-world" work experience, emphasize the importance of involving industry partners as…
Descriptors: Computer Software, Higher Education, Student Projects, Experiential Learning
Larraza-Mendiluze, Edurne; Arbelaitz, Olatz; Arruarte, Ana; Lukas, Jose F.; Garay-Vitoria, Nestor – IEEE Transactions on Education, 2020
Contribution: A learning-by-teaching methodology through games can be used to promote informatics (computer science) in primary and secondary education. Applying the proposed activities can change students' perception of informatics from seeing it as merely using computers to seeing its relationship with mathematics. The experience can also help…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Elementary Secondary Education
Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation

Slocum, Terry A.; Yoder, Stephen C. – Journal of Geography, 1996
Outlines reasons why computer programming should be taught to geographers. These include experience using macro (scripting) languages and sophisticated visualization software, and developing a deeper understanding of general hardware and software capabilities. Discusses the distinct advantages and few disadvantages of the programming language…
Descriptors: Cartography, Computer Assisted Instruction, Computer Graphics, Computer Interfaces

Merrill, Douglas C.; And Others – Cognition and Instruction, 1995
Examined the effects of tutoring on college students' ability to learn a computer programming language in order to characterize effective tutor behaviors. Found that successful tutors took a very active role in leading problem-solving by offering confirmatory feedback and additional guidance while students were on profitable paths and error…
Descriptors: College Students, Experiential Learning, Feedback, Higher Education
Sauls, Samuel J. – 1995
As with commercial stations, the underlying premise of the college radio station is to serve the community, whether it be the campus community or the community at large, but in unique ways often geared to underserved niches of the population. Much of college radio's charm lies in its unpredictable nature and constant mutations. The stations give…
Descriptors: Audience Awareness, College Students, Colleges, Experiential Learning
McLoughlin, Catherine – Australian Journal of Educational Technology, 2002
Describes the initial implementation and evaluation of an online environment designed to support a collaborative programming task among undergraduate students and provide them with experiential learning. Explains a holistic, context-based approach to evaluating the success of the innovation, together with the framework used for conducting the…
Descriptors: Computer Science Education, Cooperative Learning, Course Evaluation, Evaluation Methods
Moursund, Dave; Yoder, Sharon – 1993
This book provides an introduction to HyperCard, with the main focus being on communication and problem solving. The book covers most of the main features of HyperCard and includes a very brief introduction to HyperTalk. This book is specifically for people who want to move toward higher levels of HyperCard knowledge and skills. It is designed for…
Descriptors: Communication (Thought Transfer), Computer Assisted Instruction, Computer Software, Educational Environment
Livingstone, Daniel, Ed.; Kemp, Jeremy, Ed. – Online Submission, 2006
This document is a compilation of 14 papers from presentations and posters of the Second Life Education Workshop at the Second Life Community Convention, presented at the Fort Mason Centre in San Francisco, California in August 2006. Following a foreword (John Bransford and Drue Gawel); preface (John Lester); and word from the chairs (Daniel…
Descriptors: Experiential Learning, Museums, Case Studies, Foreign Countries