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Showing 1 to 15 of 28 results Save | Export
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Alqahtani, Muteb M.; Hall, Jacob A.; Leventhal, Maryssa; Argila, Alyssa N. – Digital Experiences in Mathematics Education, 2022
While programming was introduced to mathematics classrooms in the 1980s, emerging robotic technologies have encouraged more widespread integration of these technologies to support the development of K-12 students' mathematical reasoning. The recent emphasis of programming and computational thinking in K-12 education has highlighted the need to…
Descriptors: Mathematics Instruction, Teaching Methods, Robotics, Pretests Posttests
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Sung, Woonhee; Black, John B. – Journal of Research on Technology in Education, 2021
This study examined what factors might have a positive impact on students' learning outcomes in mathematical understanding and computational thinking skills. Specifically, whether the proposed instructional design combining computational perspectives and an embodied approach in mathematics learning improves (a) mathematics learning, (b)…
Descriptors: Instructional Design, Mathematics Instruction, Teaching Methods, Outcomes of Education
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Kwon, D.-Y.; Kim, H.-S.; Shim, J.-K.; Lee, W.-G. – IEEE Transactions on Education, 2012
Tangible programming tools enable children to easily learn the programming process, previously considered to be difficult for them. While various tangible programming tools have been developed, there is still a lack of available tools to help students experience the general programming process. This study therefore developed a tool called…
Descriptors: Foreign Countries, Programming Languages, Computer Interfaces, Robotics
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Miwa, Kazuhisa; Morita, Junya; Nakaike, Ryuichi; Terai, Hitoshi – Interactive Learning Environments, 2014
Cognitive modelling is one of the representative research methods in cognitive science. It is believed that creating cognitive models promotes learners' meta-cognitive activities such as self-monitoring and reflecting on their own cognitive processing. Preceding studies have confirmed that such meta-cognitive activities actually promote learning…
Descriptors: Metacognition, Models, Reflection, Instructional Design
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Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2013
The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…
Descriptors: Educational Games, Adventure Education, Models, Programming
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Hung, Y.-C. – IEEE Transactions on Education, 2012
This paper investigates the impact of combining self explaining (SE) with computer architecture diagrams to help novice students learn assembly language programming. Pre- and post-test scores for the experimental and control groups were compared and subjected to covariance (ANCOVA) statistical analysis. Results indicate that the SE-plus-diagram…
Descriptors: Foreign Countries, Control Groups, Experimental Groups, Web Sites
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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Tiantong, Monchai; Teemuangsai, Sanit – International Education Studies, 2013
One of the benefits of using collaborative learning is enhancing learning achievement and increasing social skills, and the second benefits is as the more students work together in collaborative groups, the more they understand, retain, and feel better about themselves and their peers, moreover working together in a collaborative environment…
Descriptors: Foreign Countries, Cooperative Learning, Teamwork, Integrated Learning Systems
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Damnik, Gregor; Proske, Antje; Narciss, Susanne; Körndle, Hermann – Journal of Educational Research, 2013
Especially in the context of technology-enhanced informal learning, it is crucial to understand how to design information sources in such a way that learners are not overwhelmed by the demands of the learning process, but at the same time are engaged in higher order thinking processes. Guidance aids learners in dealing with the demands of a…
Descriptors: Educational Technology, Learning Processes, College Students, Retention (Psychology)
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Gasaymeh, Al-Mothana M.; Aldalalah, Osamah M. – International Education Studies, 2013
This study aimed to investigate the impact of using Short Message Service (SMS) as learning support tool on students' learning in an introductory programming course. In addition, the study examined students' perceptions of the advantages and disadvantages of the use of SMS as a learning support tool in their class. The participants in this study…
Descriptors: Handheld Devices, Telecommunications, Written Language, Introductory Courses
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Mason, Raina; Cooper, Graham – Computer Science Education, 2013
This paper reports on a series of introductory programming workshops, initially targeting female high school students, which utilised Lego Mindstorms robots. Cognitive load theory (CLT) was applied to the instructional design of the workshops, and a controlled experiment was also conducted investigating aspects of the interface. Results indicated…
Descriptors: Programming, Introductory Courses, Cognitive Processes, Difficulty Level
Xiang, Lin – ProQuest LLC, 2011
This is a collective case study seeking to develop detailed descriptions of how programming an agent-based simulation influences a group of 8th grade students' model-based inquiry (MBI) by examining students' agent-based programmable modeling (ABPM) processes and the learning outcomes. The context of the present study was a biology unit on…
Descriptors: Evolution, Instructional Design, Programming, Grade 8
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Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair – International Journal of Game-Based Learning, 2012
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…
Descriptors: Educational Games, Computer Games, Global Approach, Instructional Design
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Wang, Ya-huei; Liao, Hung-Chang – British Journal of Educational Technology, 2011
In the conventional English as a Second Language (ESL) class-based learning environment, teachers use a fixed learning sequence and content for all students without considering the diverse needs of each individual. There is a great deal of diversity within and between classes. Hence, if students' learning outcomes are to be maximised, it is…
Descriptors: Cognitive Style, Learning Motivation, Learning Processes, Individualized Instruction
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Huang, Shiu-Li; Shiu, Jung-Hung – Educational Technology & Society, 2012
The success of Web 2.0 inspires e-learning to evolve into e-learning 2.0, which exploits collective intelligence to achieve user-centric learning. However, searching for suitable learning paths and content for achieving a learning goal is time consuming and troublesome on e-learning 2.0 platforms. Therefore, introducing formal learning in these…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Computer System Design, Computer Science Education
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