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Alma Pisabarro-Marron; Carlos Vivaracho-Pascual; Esperanza Manso-Martinez; Silvia Arias-Herguedas – IEEE Transactions on Education, 2024
Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although "serious game" in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is…
Descriptors: Educational Games, Higher Education, Learning Processes, Student Motivation
Albó, Laia; Barria-Pineda, Jordan; Brusilovsky, Peter; Hernández-Leo, Davinia – International Journal of Artificial Intelligence in Education, 2022
Over the last 10 years, learning analytics have provided educators with both dashboards and tools to understand student behaviors within specific technological environments. However, there is a lack of work to support educators in making data-informed design decisions when designing a blended course and planning appropriate learning activities. In…
Descriptors: Learning Analytics, Visual Aids, Design, Learning Activities
McKee, Connor; Ntokos, Konstantinos – Research in Learning Technology, 2022
Microlearning, in which lecture recordings are segmented into parts, saw renewed focus as a means of maintaining student engagement amid the challenging conditions of the COVID-19 pandemic. While many institutions shifted to remote provision with segmented lecture recordings, there is a lack of consensus about the length that these segments should…
Descriptors: Learning Activities, Electronic Learning, Learner Engagement, Higher Education
Yabing Jiang; Kazuo Nakatani – Journal of Information Systems Education, 2025
This research answers the call for Information Systems (IS) faculty to actively embrace rapidly advancing AI tools in teaching. We experimented with redesigning learning activities in two courses, requiring students to use GenAI, to aid student learning and teach responsible use of GenAI. The results show that students in the experimental group…
Descriptors: Teaching Methods, Technology Integration, Artificial Intelligence, Higher Education
Bhargava, Rahul; Brea, Amanda; Palacin, Victoria; Perovich, Laura; Hinson, Jesse – Educational Technology & Society, 2022
Data literacy is a growing area of focus across multiple disciplines in higher education. The dominant forms of introduction focus on computational toolchains and statistical ways of knowing. As data driven decision-making becomes more central to democratic processes, a larger group of learners must be engaged in order to ensure they have a seat…
Descriptors: Theater Arts, Data Analysis, Social Justice, Statistics Education
Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
Damsa, Crina; Muukkonen, Hanni – Research Papers in Education, 2020
This paper elaborates on the notion of object-oriented collaborative learning by building on empirical material from two case studies in higher education. Prior empirical findings show how knowledge objects are evolving entities, shaped by the interactions between participants, and how students learn from engaging in knowledge practice that…
Descriptors: Instructional Design, Cooperative Learning, Case Studies, Higher Education
Borrego, Carlos; Fernández, Cristina; Blanes, Ian; Robles, Sergi – Journal of Technology and Science Education, 2017
Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to…
Descriptors: Computer Science Education, Educational Games, Learning Activities, Learning Motivation
Ott, Claudia; Robins, Anthony; Shephard, Kerry – ACM Transactions on Computing Education, 2016
Learning the first programming language is challenging for many students. High failure rates and bimodally distributed grades lead to a pedagogical interest in supporting students in first-year programming courses (CS1). In higher education, the important role of feedback for guiding the learning process and improving the learning outcome is…
Descriptors: Feedback (Response), Programming, Computer Science Education, Teaching Methods
Arenas, Edilson – Electronic Journal of e-Learning, 2015
A cluster of research has been conducted in higher education to investigate the affordances (action possibilities) and the influence information and communication technologies (ICT) may have on students' learning experiences and outcomes. Such studies have given rise to the implementation of a wide range of educational frameworks with a great deal…
Descriptors: Foreign Countries, Educational Technology, Higher Education, Information Technology
Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
Titterton, Nathaniel; Lewis, Colleen M.; Clancy, Michael J. – Computer Science Education, 2010
Lab-centric instruction emphasizes supervised, hands-on activities by substituting lab for lecture time. It combines a multitude of pedagogical techniques into the format of an extended, structured closed lab. We discuss the range of benefits for students, including increased staff interaction, frequent and varied self-assessments, integrated…
Descriptors: Learning Activities, Computer Assisted Instruction, Mathematics Instruction, Lecture Method
Stauffer, Karen; Lin, Fuhua; Koole, Marguerite – International Journal of Distance Education Technologies, 2008
This article presents a methodology for developing learning objects for web-based courses using the IMS Learning Design (IMS LD) specification. We first investigated the IMS LD specification, determining how to use it with online courses and the student delivery model, and then applied this to a Unit of Learning (UOL) for online computer science…
Descriptors: Web Based Instruction, Educational Technology, Technology Uses in Education, Computer Science Education
Ogata, Hiroaki; Saito, Nobuji A.; Paredes J., Rosa G.; San Martin, Gerardo Ayala; Yano, Yoneo – Educational Technology & Society, 2008
This paper presents the integration of ubiquitous computing systems into classroom settings, in order to provide basic support for classrooms and field activities. We have developed web application components using Java technology and configured a classroom with wireless network access and a web camera for our purposes. In this classroom, the…
Descriptors: Class Activities, Learning Activities, Computer Science, Educational Technology
Walker, Ellen; Rodger, Susan – 1996
The PipeLINK program seeks to attract and retain women and girls in computer science careers. Aimed at girls and women from the high school through the Ph.D. levels, the program suggests activities to aid participants at each level, connect students with role models and mentors, and provides an introduction to a wide variety of computer science…
Descriptors: Career Choice, Computer Networks, Computer Science, Computer Science Education