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Showing 1 to 15 of 18 results Save | Export
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Fronza, Ilenia; Corral, Luis; Pahl, Claus – Journal of Information Technology Education: Research, 2020
Aim/Purpose: This work aims to introduce and evaluate an instructional strategy that aids end-users with developing their software products during intensive project-based events. Background: End-users produce software in the labor market, and one of the challenges for End-User Software Engineering (EUSE) is the need to create functional software…
Descriptors: Teaching Methods, Computer Software, Computer Science Education, Student Projects
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Herrada, Rosario I.; Baños, Raúl; Alcayde, Alfredo – Education Sciences, 2020
In recent years, several innovations have emerged in the field of education, including Blended-Learning, Massive Open Online Courses, Flipped Classroom and Gamification. In particular, several investigations have highlighted the effectiveness of student response systems, or clickers, in different subjects and disciplines. Although some literature…
Descriptors: Student Reaction, Audience Response Systems, Instructional Effectiveness, Learning Analytics
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Luzik, Elvira; Akmaldinova, Oleksandra; Tereminko, Larysa – Advanced Education, 2019
The article aims to study the formation of the software engineering students' readiness for professional mobility in the educational and information environment of a technical university. The hypothesis of our research is the assumption that the formation of students' readiness for professional mobility depends on the following organisational and…
Descriptors: Computer Software, Engineering, Technical Occupations, Professional Education
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Clarke, Peter J.; Davis, Debra; King, Tariq M.; Pava, Jairo; Jones, Edward L. – ACM Transactions on Computing Education, 2014
As software becomes more ubiquitous and complex, the cost of software bugs continues to grow at a staggering rate. To remedy this situation, there needs to be major improvement in the knowledge and application of software validation techniques. Although there are several software validation techniques, software testing continues to be one of the…
Descriptors: Computer Software, Professional Personnel, Engineering, Testing
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Sababha, Belal H.; Alqudah, Yazan A.; Abualbasal, Abdelraheem; AlQaralleh, Esam A. – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Exposing engineering students during their education to real-world problems and giving them the chance to apply what they learn in the classroom is a vital element of engineering education. The Embedded Systems course at Princess Sumaya University for Technology (PSUT) is one of the main courses that bridge the gap between theoretical electrical…
Descriptors: Active Learning, Student Projects, Engineering Education, Foreign Countries
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Weyten, L.; Rombouts, P.; Catteau, B.; De Bock, M. – IEEE Transactions on Education, 2011
Symbolic circuit analysis is a cornerstone of electrical engineering education. Solving a suitable set of selected problems is essential to developing professional skills in the field. A new method is presented for automatic validation of circuit equations representing a student's intermediate steps in the solving process. Providing this immediate…
Descriptors: Foreign Countries, Electronic Learning, Feedback (Response), Engineering Education
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Abramovitz, A. – IEEE Transactions on Education, 2011
This paper suggests a pedagogical approach to teaching the subject of behavioral modeling of switch-mode power electronics systems through simulation by general-purpose electronic circuit simulators. The methodology is oriented toward electrical engineering (EE) students at the undergraduate level, enrolled in courses such as "Power…
Descriptors: Foreign Countries, Feedback (Response), Electronics, Engineering
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Lumkes, John H., Jr. – Journal of Educational Technology Systems, 2010
There has been a rapid increase in the use of technology in university classrooms. Many university classrooms and laboratories include an overhead projection unit, computer, and connections for laptops. More recently, tablet PCs have been investigated as another way to effectively engage students in a classroom environment. This study summarizes…
Descriptors: Higher Education, Teaching Methods, Engineering, Classroom Environment
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Cabot, Jordi; Tisi, Massimo – Computer Science Education, 2011
Model-Driven Engineering (MDE) is changing the way we build, operate, and maintain our software-intensive systems. Several projects using MDE practices are reporting significant improvements in quality and performance but, to be able to handle these projects, software engineers need a set of technical and interpersonal skills that are currently…
Descriptors: Foreign Countries, Computer Science Education, Computer Software, Engineering
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Sidhu, S. Manjit – Campus-Wide Information Systems, 2008
Purpose: This paper aims to present the development of technology-assisted problem solving (TAPS) packages at University Tenaga Nasional (UNITEN). The project is the further work of the development of interactive multimedia based packages targeted for students having problems in understanding the subject of engineering mechanics dynamics.…
Descriptors: Computer Simulation, Engineering, Geometric Concepts, Problem Solving
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Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
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Wong, Shin Y.; Connelly, Robin K.; Hartel, Richard W. – Journal of Food Science Education, 2010
The current generation of students coming into food science and engineering programs is very visually oriented from their early experiences. To increase their interest in learning, new and visually appealing teaching materials need to be developed. Two diverse groups of students may be identified based on their math skills. Food science students…
Descriptors: Foods Instruction, Curriculum Development, Engineering Education, Focus Groups
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Kelley, Todd; Brenner, Daniel C.; Pieper, Jon T. – National Center for Engineering and Technology Education, 2010
A comparative study was conducted to compare two approaches to engineering design curriculum between different schools (inter-school) and between two curricular approaches, "Project Lead the Way" (PLTW) and "Engineering Projects in Community Service" (EPIC High) (inter-curricular). The researchers collected curriculum…
Descriptors: Curriculum Guides, Protocol Analysis, Surveys, Engineering
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