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Showing 1 to 15 of 18 results Save | Export
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Weisberg, Steven M.; Schinazi, Victor R.; Ferrario, Andrea; Newcombe, Nora S. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
Relying on shared tasks and stimuli to conduct research can enhance the replicability of findings and allow a community of researchers to collect large data sets across multiple experiments. This approach is particularly relevant for experiments in spatial navigation, which often require the development of unfamiliar large-scale virtual…
Descriptors: Programming, Error Patterns, Computer Simulation, Spatial Ability
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Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
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Dong, Yihuan; Marwan, Samiha; Shabrina, Preya; Price, Thomas; Barnes, Tiffany – International Educational Data Mining Society, 2021
Over the years, researchers have studied novice programming behaviors when doing assignments and projects to identify struggling students. Much of these efforts focused on using student programming and interaction features to predict student success at a course level. While these methods are effective at early detection of struggling students in…
Descriptors: Navigation (Information Systems), Academic Achievement, Learner Engagement, Programming
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Grizioti, Marianthi; Kynigos, Chronis – British Journal of Educational Technology, 2021
In this paper, we discuss the need for new approaches to research regarding coding to support students in developing practices in computational thinking, such as abstraction and decomposition, in multidisciplinary contexts. We explore students' activities with a tool integrating constructionist textual programming activity with game-based learning…
Descriptors: Computer Games, Thinking Skills, Interdisciplinary Approach, Coding
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Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
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Little, Suzanne; Ferguson, Rebecca; Ruger, Stefan – Technology, Pedagogy and Education, 2012
The authors describe how content-based multimedia search technologies can be used to help learners find new materials and learning pathways by identifying semantic relationships between educational resources in a social learning network. This helps users--both learners and educators--to explore and find material to support their learning aims.…
Descriptors: Foreign Countries, Use Studies, Semantics, Educational Technology
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Yilmazel, Ozgur – Turkish Online Journal of Distance Education, 2011
This paper reports on a guided navigation system built on the textbook search engine developed at Anadolu University to support distance education students. The search engine uses Turkish Language specific language processing modules to enable searches over course material presented in Open Education Faculty textbooks. We implemented a guided…
Descriptors: Distance Education, Search Engines, Language Processing, Information Retrieval
Lopez, J. L. Gimenez; Royo, T. Magal; Laborda, Jesus Garcia; Calvo, F. Garde – Online Submission, 2009
This article analyses different methods of adapting digital content for its delivery via mobile devices taking into account two aspects which are a fundamental part of the learning process; on the one hand, functionality of the contents, and on the other, the actual controlled navigation requirements that the learner needs in order to acquire high…
Descriptors: Electronic Publishing, Delivery Systems, Handheld Devices, Programming
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Guercio, Angela; Stirbens, Kathleen A.; Williams, Joseph; Haiber, Charles – International Journal of Distance Education Technologies, 2011
Searching for relevant information on the web is an important aspect of distance learning. This activity is a challenge for visually impaired distance learners. While sighted people have the ability to filter information in a fast and non sequential way, blind persons rely on tools that process the information in a sequential way. Learning is…
Descriptors: Distance Education, Internet, Accessibility (for Disabled), Blindness
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Lin, Yu-Tzu; Yen, Bai-Jang; Chang, Chia-Hu; Lee, Greg C.; Lin, Yu-Chih – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to propose an indexing and teaching focus mining system for lecture videos recorded in an unconstrained environment. Design/methodology/approach: By applying the proposed algorithms in this paper, the slide structure can be reconstructed by extracting slide images from the video. Instead of applying…
Descriptors: Video Technology, Lecture Method, Indexing, Educational Experiments
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Dabbagh, Nada; Blijd, Cecily Williams – Journal of Educational Multimedia and Hypermedia, 2009
This study is a third in a series of studies that examined students' information seeking and problem solving behaviors while interacting with one of two types of web-based representations of an ill-structured instructional design case: hierarchical (tree-like) and heterarchical (network-like). A Java program was used to track students' hypermedia…
Descriptors: Medical Education, Graduate Students, Quasiexperimental Design, Problem Based Learning
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Mertens, Robert; Ketterl, Markus; Brusilovsky, Peter – Interactive Technology and Smart Education, 2010
Purpose: Social navigation is an emerging trend for navigation in hypermedia. With social navigation, users can be guided through large volumes of learning content by cues which integrate the browsing history of past users. Earlier papers have shown that social navigation is suitable for navigation not only in classic hypermedia but also in…
Descriptors: Foreign Countries, Feedback (Response), Cues, Questionnaires
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Gutbrod, Martin; Werner, Christian; Fischer, Stefan – Interactive Technology and Smart Education, 2006
One of today's major problems in the field of e-learning is that the creation of high-quality content is still rather time consuming and expensive. In the past, many efforts have been made to produce educational content on the fly, but the results were mainly static blocks of recorded lecture lacking sophisticated navigation facilities. Facing…
Descriptors: Electronic Learning, Distance Education, Metadata, Educational Technology
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Retalis, Symeon; Papasalouros, Andreas – Educational Technology & Society, 2005
Educational Adaptive Hypermedia Applications (EAHA) provide personalized views on the learning content to individual learners. They also offer adaptive sequencing (navigation) over the learning content based on rules that stem from the user model requirements and the instructional strategies. EAHA are gaining the focus of the research community as…
Descriptors: Barriers, Models, Educational Strategies, Engineering
Barbieri, Kathy; Mehringer, Susan – 1997
The Virtual Workshop is a World Wide Web-based set of modules on high performance computing developed at the Cornell Theory Center (CTC) (New York). This approach reaches a large audience, leverages staff effort, and poses challenges for developing interesting presentation techniques. This paper describes the following techniques with their…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Interfaces, Computer Oriented Programs
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