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Showing 1 to 15 of 44 results Save | Export
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Siddhi Sreemahadevan; Vidya G – Education and Information Technologies, 2024
The use of digital media among student community has increased their level of distraction during classroom teaching. Capturing their attention in classrooms, has become a cumbersome task for teaching faculty. Therefore, most of the academic institutions have resorted to the use of activity-based learning for science and engineering students that…
Descriptors: Comparative Analysis, Performance, Evaluation Methods, Engineering Education
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Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
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Lyon, Joseph A.; Magana, Alejandra J. – Journal of Engineering Education, 2021
Background: Computation and computational thinking are of great interest to both engineering research and teaching communities. Effective learning environments are needed to incorporate computational thinking within the engineering disciplines. Design-based research is uniquely positioned to address this need for designing effective learning…
Descriptors: Environmental Education, Capstone Experiences, Models, Computer Science
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Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
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Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
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Bevz, Valentyna; Dmytriienko, Oksana – Advanced Education, 2020
The article presents the integrated course "The History of Science and Technology" developed for the students of pedagogical universities, majoring in physics, mathematics, and computer sciences. The authors highlight the effective forms, methods and means of teaching the course. The qualitative research methods included observations,…
Descriptors: Foreign Countries, College Students, Student Attitudes, Science History
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Bratt, Sharon; Hodgins, Liam – Journal of Educational Multimedia and Hypermedia, 2019
The purpose of this study was to assess the efficacy of the design of a first year introduction to digital fluency course primarily for a library and information technology cohort at a Canadian university using an educational action research method and apply the findings to the second "question-plan-observe-evaluate" cycle of the action…
Descriptors: Technological Literacy, Course Descriptions, Introductory Courses, Information Technology
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Ilic, Ulas – International Journal of Research in Education and Science, 2021
The present study aimed to determine the effect of Scratch-assisted expressions and applications on the Computational Thinking skills of pre-service teachers. For this purpose, the research was designed with an exploratory sequential design, a mixed research method. Thirty-three pre-service teachers participated in the study. Data were collected…
Descriptors: Programming Languages, Computer Science, Thinking Skills, Creative Thinking
Swanson, Dewey A.; Swanson, Courtney S. – Association Supporting Computer Users in Education, 2019
In the past eleven years we have developed several papers for ASCUE about hybrid classes. The initial paper we shared our experience developing a hybrid course and followed with comparisons of student opinions about face-to-face, hybrid, and online classes and finally a paper reviewing components that we were using in hybrid and online classes. It…
Descriptors: Preferences, Online Courses, Synchronous Communication, Blended Learning
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Hakami, Mohssen – Journal of Educational Issues, 2019
The present study reports an attempt to identify and evaluate the effectiveness of integrating teaching MOOC platform into traditional learning system to teach a face-to-face course. It investigated students' opinions of Sharurah College of Science and Arts about the benefits and challenges based on their learning experiences in a hybrid learning…
Descriptors: Instructional Effectiveness, Online Courses, Technology Integration, Synchronous Communication
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Soto, Xigrid; Olszewski, Arnold; Goldstein, Howard – Journal of Early Intervention, 2019
This article summarizes the findings of a systematic review of 15 group and two single-subject experimental design studies that evaluated the effectiveness of phonological awareness interventions for dual language learners (DLL) in preschool through second grade. Studies were evaluated using a "Consumer Reports"-like rating system. Each…
Descriptors: Phonological Awareness, Bilingualism, Intervention, Second Language Learning
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Xinogalos, Stelios – Education and Information Technologies, 2016
Designing and deploying programming courses is undoubtedly a challenging task. In this paper, an attempt to analyze important aspects of a sequence of two courses on imperative-procedural and object-oriented programming in a non-CS majors Department is made. This analysis is based on a questionnaire filled in by fifty students in a voluntary…
Descriptors: Instructional Design, Programming, Computer Science, Educational Strategies
Jackson, Lynette Tressa – ProQuest LLC, 2016
This research study investigated the effectiveness of pair programming as a pedagogical tool measured by final course grades. It also aims to examine the experience perceptions of students regarding its implementation in an introductory computer programming course at a community college. In this study, a quantitative and qualitative approach was…
Descriptors: Pedagogical Content Knowledge, Computer Science, Community Colleges, Two Year College Students
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Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee – Interactive Technology and Smart Education, 2016
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Descriptors: Telecommunications, Simulated Environment, Computer Simulation, Handheld Devices
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Zendler, Andreas; Klaudt, Dieter; Seitz, Cornelia – International Journal of Technology in Education and Science, 2017
This study contributes on instructional methods from a validation technical point of view. The focus is on the assessment of instructional methods in relation to knowledge processes in the act of learning. By using questionnaires, computer science teachers, mathematics teachers, and English teachers assessed 20 instructional methods in terms of…
Descriptors: STEM Education, Teaching Methods, English Instruction, Science Instruction
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