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Nurul Hazlina Noordin; Kamil Khalili Bin Haji Abdullah; Phuah Soon Eu – IEEE Transactions on Education, 2024
Contribution: This study presents an innovative experiential learning model utilizing an educational pico satellite kit as a tool for cultivating digital making skills. The distinct approach showcases a positive impact on students' learning experiences and serves as a motivating force, offering valuable implications for engineering and technical…
Descriptors: Digital Literacy, Skill Development, STEM Education, Instructional Effectiveness
Nuno Verdelho Trindade; Lidia Custodio; Alfredo Ferreira; Joao Madeiras Pereira – IEEE Transactions on Learning Technologies, 2024
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using…
Descriptors: Computer Simulation, Computer Graphics, Visualization, Computer Assisted Instruction
Isupova, Natalya I.; Mamaeva, Ekaterina A.; Bocharov, Mikhail I.; Bocharova, Tatyana I. – European Journal of Contemporary Education, 2021
The problem that the research is aimed at is caused by the need to resolve the contradiction between the public demand for the quality of training the future digital school teacher regarding the formation of information culture, creativity, communication skills, the ability to work in a team, readiness for change, and the insufficiently developed…
Descriptors: Preservice Teacher Education, Experiential Learning, Computer Uses in Education, Foreign Countries
Prvan, Marina; Ožegovic, Julije – ACM Transactions on Computing Education, 2020
This article provides a survey of methods and paradigms for teaching Computer Networks (CN). Since the theoretical concepts are rather abstract in this subject, and students often find them too technical and difficult to understand, many authors attempt to answer the question on how to improve students' motivation and interest for the complex…
Descriptors: Teaching Methods, Computer Networks, Computer Science Education, Educational Research
Govender, Reginald Gerald; Govender, Desmond Wesley – African Journal of Research in Mathematics, Science and Technology Education, 2021
The emphasis on programming and robotics owing to the unfolding of the Fourth Industrial Revolution on the African continent has led the South African National Department of Education to propose a new subject in Grades R to 9. Hence, the training and development of pre-service teachers is crucial so that they can respond to the skills needed in…
Descriptors: Programming Languages, Computer Science Education, Preservice Teachers, Undergraduate Students
Lakshminarayanan, Srinivasan; Rao, N. J.; G. K., Meghana – Higher Education for the Future, 2021
The introductory programming course, commonly known as CS1 and offered as a core course in the first year in all engineering programs in India, is unique because it can address higher cognitive levels, metacognition and some aspects of the affective domain. It can provide much needed transformative experiences to students coming from a system of…
Descriptors: Transformative Learning, Mastery Learning, Computer Science Education, Programming
Förster, Anna; Dede, Jens; Udugama, Asanga; Förster, Alexander; Helms, Daniel; Kniefs, Louis; Müller, Julia; Gerken, Lars; Richter, Franziska; Kulmann, Jan – Education Sciences, 2021
In this paper, we present our experience with redesigning an introductory computer science course for (electrical) engineers with blended learning concepts. It is a large mandatory course with eight credit points over the course of two semesters, where first year electrical engineers learn how to program with Arduino, C and Python. Additionally,…
Descriptors: Blended Learning, Introductory Courses, Required Courses, Computer Science Education
Ahmad, Muhammad Ovais; Liukkunen, Kari – International Association for Development of the Information Society, 2019
Providing opportunities for students to work on real-world software development projects for real customers is critical to prepare students for the IT industry. Such projects help students to understand what they will face in the industry and experience real customer interaction and challenges in collaborative work. To provide this opportunity in…
Descriptors: Computer Software, Experiential Learning, Cooperative Learning, Computer Science Education
Woods, David M. – Journal of Information Systems Education, 2020
Professionals working in technology fields face continuing challenges, not only to remain current with the latest technologies but also to understand the complex problems their company and IT organization faces. These challenges constantly change as technology evolves, and they are dependent on organizational factors. Lectures and discussions of…
Descriptors: Active Learning, Debate, Information Technology, Problem Solving
Xiao, Jun; Cao, Mengying; Li, Xuejiao; Hansen, Preben – International Journal of Distance Education Technologies, 2020
Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware "Starry Sky Exploration--Eight Planets in the Solar System" and explored how AR can bring an immersive…
Descriptors: Courseware, Instructional Effectiveness, Computer Simulation, Astronomy
Gutiérrez-Carreón, Gustavo; Daradoumis, Thanasis; Jorba, Josep; Peña-Gomar, Mary-Carmen – Journal of Information Technology Education: Innovations in Practice, 2020
Aim/Purpose: The current study was conducted to investigate the students' perceived satisfaction with the use of a semantic-based online laboratory, which provides students with a search mechanism for laboratory resources, such as instruments and devices. Background: The increasing popularity of using online teaching labs, as an important element…
Descriptors: Semantics, Online Courses, Student Attitudes, Undergraduate Students
Abdel-Maksoud, Nahed F. – International Journal of Education and Practice, 2018
Virtualization technology has been around for many years, and its use is increasingly becoming common in education, in general and in computing fields, in particular. This can be attributed partly to its potential to reduce costs, boost efficiency and overcome limited resources through its virtual applications such as servers, storage devices and…
Descriptors: Electronic Learning, Educational Environment, Educational Quality, Instructional Effectiveness
Marshall, Linda; Pieterse, Vreda; Thompson, Lisa; Venter, Dina M. – ACM Transactions on Computing Education, 2016
Employers require software engineers to work in teams when developing software systems. It is therefore important for graduates to have experienced teamwork before they enter the job market. We describe an experiential learning exercise that we designed to teach the software engineering process in conjunction with teamwork skills. The underlying…
Descriptors: Student Participation, Teamwork, Computer Software, Programming
Gonen, Ayala; Lev-Ari, Lilac; Sharon, Dganit; Amzalag, Meital – Cogent Education, 2016
As part of the Bachelor's degree of nursing education, nursing students are exposed to the increasingly complex world of Information Technology. Aim: To evaluate the feasibility of a situated learning approach for Information Technology course by assessing students' perceptions at the end of the course. Methods: Course participants completed a pre…
Descriptors: Nursing Students, Information Technology, Feasibility Studies, Nursing Education
Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2014
For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…
Descriptors: Experiential Learning, Educational Games, Management Information Systems, Computer Science Education
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