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Lucas, Rhonda Luvenia – ProQuest LLC, 2023
The purpose of this study was to determine if the use of Real-World Experiences in Active Learning (R.E.A.L.) impacted student learning outcomes in an undergraduate information systems (IS) data communication and networking course. A quasi-experimental, quantitative approach was used to investigate whether the R.E.A.L. treatments, used as active…
Descriptors: Experiential Learning, Active Learning, Outcomes of Education, Undergraduate Students
Grethe Sandstrak; Bjorn Klefstad; Arne Styve; Kiran Raja – IEEE Transactions on Education, 2024
Teaching programming efficiently to students in the first year of computer science education is challenging. It is especially cumbersome to retain the interest of both groups, when the student group consists of novice (i.e., those who have never programmed before) and expert programmers in the same crowd. Thus, individualized teaching cannot be…
Descriptors: Computer Science Education, Programming, Teaching Methods, College Freshmen
Abirami, A. M.; Pudumalar, S.; Pandeeswari, S. Thiruchadai – International Journal of Adult Education and Technology, 2023
Software engineering is a core theory course offered in undergraduate engineering programmes which deals with various systematic approaches, methods, and tools that can be employed for designing, developing, testing, and maintaining quality software applications. It is one of the challenging courses for the teaching faculty. After graduation, the…
Descriptors: Educational Environment, Undergraduate Students, Computer Science Education, Computer Software
Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
Kayleigh Danielle Romero – ProQuest LLC, 2023
The purpose of this quantitative study was to determine any correlations between an increase in knowledge from activities which utilize self-paced learning, inquiry-guided learning, and collaborative learning pedagogical strategies and students' intentions to pursue science, technology, engineering, and mathematics (STEM) and computer science…
Descriptors: Pacing, Independent Study, Inquiry, Active Learning
Gupta, Chetna – IEEE Transactions on Education, 2022
Contribution: This article demonstrates the impact of today's Information and Communication Technologies (ICT) in teaching software engineering (SE) course with design-based learning (DBL) and project-based learning (PBL). The results show a positive influence of integration of DBL and PBL in reducing industry gaps with improved student…
Descriptors: Computer Software, Computer Science Education, Information Technology, Active Learning
Stahl, Daniel; Sandahl, Kristian; Buffoni, Lena – IEEE Transactions on Education, 2022
Contribution: This article identifies the participation of external stakeholders as a key contributing factor for positive outcomes in project-based software engineering courses. A model for overlapping virtuous circles of lasting positive impact on both stakeholders and students from such courses is proposed. Background: Project-based courses are…
Descriptors: Student Projects, Active Learning, Engineering Education, Computer Science Education
Leigh A. Mutchler; Amy J. Connolly; Daniel E. Rush – Journal of Information Systems Education, 2024
Information systems courses must adapt to meet the unprecedented demand for well-trained information security (InfoSec) professionals, but they cannot competently fill this gap without also ensuring that students are fluent and confident in foundational skills, both technical and behavioral. How to teach behavioral topics in InfoSec management is…
Descriptors: Information Security, Information Science Education, Information Systems, Technological Literacy
Peng, Jun; Wang, Minhong; Sampson, Demetrios; van Merriënboer, Jeroen J. G. – Australasian Journal of Educational Technology, 2019
Project-based learning (PjBL) has been widely promoted in educational practice, for example, computer programming education. While PiBL may help learners to connect abstract knowledge with authentic practice, the complexity of completing an authentic project may overwhelm learners, making them unable to achieve the desired learning outcomes. This…
Descriptors: Computer Science Education, Programming, Visualization, Active Learning
Farrar, Emily J. – IEEE Transactions on Education, 2020
Contribution: This article illustrates how to design and implement a Design Thinking project in a biomedical instrumentation course as a bridge between education and industry. It also presents the effect of the project on student perceptions of their learning gains and their postgraduate preparedness. Background: Biomedical engineering continues…
Descriptors: Design, Biomedicine, Industry, Education Work Relationship
Gondi, Vamsi; Hua, David; Bajracharya, Biju Raja – Information Systems Education Journal, 2021
In the age of COVID-19, traditional teaching techniques are under scrutiny. Most concepts and labs in the area of information technology are intended to be taught face-to-face in labs using clusters and networking infrastructure. Simulation software's such as uCertify, Pearson online, etc.., are good alternative, but are not always a viable…
Descriptors: Computer Science Education, Computer Software, Computer Simulation, Information Technology
Açisli Çelik, Sibel; Ergin, Ismet – International Journal of Technology in Education, 2022
In this research, in the "Artvin gets Color with Science and Robotics-2" project, which was supported with the Project number 121B899 within the scope of the 2020/1 call period launched in the 15thyear of the Scientific and Technological Research Council of Turkey (TÜBITAK) 4004-Nature Education and Science Schools Support Program,…
Descriptors: Middle School Students, Student Attitudes, Scientific Concepts, Concept Formation
Copp, David A.; Isaacs, Jason T.; Hespanha, João P. – Advances in Engineering Education, 2021
Recent changes have been made in Science, Technology, Engineering, and Mathematics (STEM) education in the United States with the goal of increasing the number of students pursuing degrees and careers in STEM. The Next Generation Science Standards (NGSS) integrate new science and engineering standards in an attempt to achieve this goal and are the…
Descriptors: Programming, Robotics, STEM Education, Standards
Deepamala, N.; Shobha, G. – Journal of Technology and Science Education, 2018
Final year or Capstone Project is the final and important phase of the undergraduate curriculum in a Computer Science Engineering program. Final year project is a course where all the skills learnt by the students in the course are applied and evaluated. The important aspects in the delivery of this course are (i) developing a model to train the…
Descriptors: Curriculum, Holistic Approach, Learning Experience, Undergraduate Students
Olelewe, Chijioke Jonathan; Agomuo, Emmanuel E.; Obichukwu, Peter Uzochukwu – Education and Information Technologies, 2019
Achieving learner engagement in the teaching and learning process is paramount towards ensuring knowledge retention in QBASIC programming. This study focuses on effects of b-learning and face-to-face (F2F) on college students' engagement and retention in QBASIC programming. The study adopted quasi-experimental design with non-equivalent group…
Descriptors: College Students, Learner Engagement, Retention (Psychology), Programming
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