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Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
Semiral Öncü; Merve Çolakoglu; Huseyin Colak – Journal of Educational Technology and Online Learning, 2024
The purpose of this study was to investigate whether taking a course online or face-to-face matters in terms of student engagement and achievement. Gender differences were also examined. The level of student engagement in an information technology course in a freshman sample from a school of education was surveyed and compared in two consecutive…
Descriptors: Undergraduate Students, Information Technology, Computer Science Education, In Person Learning
Briana Fahey; Stephen Boddy – Advances in Physiology Education, 2024
Student-faculty interaction (SFI) is an important indicator of student engagement that positively associates with academic achievement and retention. Quantitative information regarding the impact of emergency remote teaching (ERT) during COVID-19 on SFI is limited. This retrospective, observational cohort study tests the hypothesis that COVID-19…
Descriptors: College Faculty, Teacher Student Relationship, COVID-19, Pandemics
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19