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Tessa Charles; Carl Gwilliam – Journal for STEM Education Research, 2023
STEM fields, such as physics, increasingly rely on complex programs to analyse large datasets, thus teaching students the required programming skills is an important component of all STEM curricula. Since undergraduate students often have no prior coding experience, they are reliant on error messages as the primary diagnostic tool to identify and…
Descriptors: Automation, Feedback (Response), Error Correction, Physics
Bush, Eliot C.; Adolph, Stephen C.; Donaldson-Matasci, Matina C.; Hur, Jae; Schulz, Danae – Journal of College Science Teaching, 2021
This paper describes an introductory biology course for undergraduates that heavily incorporates quantitative problem solving in activities and homework assignments. The course is broken up into a series of units, each organized around a motivating biological question or theme. Homework assignments address the theme or question, and typically…
Descriptors: Biology, Science Instruction, Teaching Methods, Problem Solving
Eickholt, Jesse; Johnson, Matthew R.; Seeling, Patrick – IEEE Transactions on Education, 2021
Contribution: Practical active learning stations (PALSs)-equipped classrooms function similar to prototypical active learning classrooms (ALCs). They support student collaboration and active learning pedagogies but at a fraction of the cost. Background: Active learning pedagogies and active learning technology are revitalizing STEM education and…
Descriptors: Active Learning, Classroom Environment, Computer Uses in Education, Classroom Design
Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
Adler, Rachel F.; Beck, Kristan – Journal of Technology and Teacher Education, 2020
Computational thinking (CT) involves breaking a problem into smaller components and solving it using algorithmic thinking and abstraction. CT is no longer exclusively for computer scientists but for everyone. While CT does not necessarily require programming, learning programming to enhance CT skills at a young age can help shape the next…
Descriptors: Curriculum Development, Introductory Courses, Computer Science Education, Preservice Teachers
Calvo, Miquel; Carnicer, Artur; Cuadros, Jordi; Martori, Francesc; Miñarro, Antonio; Serrano, Vanessa – EURASIA Journal of Mathematics, Science and Technology Education, 2019
Open-ended tasks are common in Science, Technology, Engineering and Mathematics (STEM) education. However, as far as we know, no tools have been developed to assist in the assessment of the solution process of open-ended questions. In this paper, we propose the use of analysis of traces as a tool to address this need. To illustrate this approach,…
Descriptors: Computer Assisted Testing, STEM Education, Programming Languages, Undergraduate Students
Adkins, Joni K.; Linville, Diana R. – Information Systems Education Journal, 2017
This paper reports the findings of a study done to determine if increasing the number of exams in a course had an effect on student grades. Some studies have found that more frequent exams positively influence scores while other studies have found more frequent exams do not make a difference in student achievement. This study examines the impact…
Descriptors: Introductory Courses, Computer Science Education, Programming, Undergraduate Students
Magerko, Brian; Freeman, Jason; McKlin, Tom; Reilly, Mike; Livingston, Elise; McCoid, Scott; Crews-Brown, Andrea – ACM Transactions on Computing Education, 2016
This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts. EarSketch has been employed in both formal and informal settings, yielding significant positive results in student content…
Descriptors: Art Education, STEM Education, Computer Science Education, Disproportionate Representation