Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 13 |
Descriptor
Experiential Learning | 21 |
Problem Solving | 21 |
Computer Science Education | 16 |
Teaching Methods | 6 |
Computer Assisted Instruction | 5 |
Computer Science | 5 |
Computer Uses in Education | 5 |
Instructional Effectiveness | 5 |
Computer Software | 4 |
Cooperative Learning | 4 |
Foreign Countries | 4 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Practitioners | 5 |
Teachers | 4 |
Researchers | 2 |
Location
Argentina | 1 |
Australia | 1 |
Colombia | 1 |
Delaware | 1 |
Ireland | 1 |
Japan | 1 |
New Jersey | 1 |
New York | 1 |
New Zealand | 1 |
Ohio | 1 |
Singapore | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
Wang, Weitian; Coutras, Constantine; Zhu, Michelle – Smart Learning Environments, 2021
With the increasing employment of robots in multiple areas such as smart manufacturing and intelligent transportation, both undergraduate and graduate students from computing related majors (e.g., computer science and information technology) demonstrated strong interests in learning robotics technology to broaden their career opportunities.…
Descriptors: Computer Science Education, College Students, Situated Learning, Robotics
Allbee, Quinn; Barber, Robert – Biochemistry and Molecular Biology Education, 2021
Biology is a data-driven discipline facilitated greatly by computer programming skills. This article describes an introductory experiential programming activity that can be integrated into distance learning environments. Students are asked to develop their own Python programs to identify the nature of alleles linked to disease. This activity…
Descriptors: Genetics, Science Instruction, Programming Languages, Biology
Meng-Han Tsai – Journal of Civil Engineering Education, 2024
This research describes a case study of an integrated human-computer interaction (HCI) course for construction engineering students using project-based learning and experiential learning cycle methods. To help engineering students keep pace with the increasing use of information technology (IT) in the construction industry, educational…
Descriptors: Design, Thinking Skills, Student Projects, Active Learning
Weng, Xiaojing; Cui, Zhihao; Ng, Oi-Lam; Jong, Morris S. Y.; Chiu, Thomas K. F. – Journal of Science Education and Technology, 2022
Amid the maker movement, educators are proposing various making activities with programmable artifacts to prepare students for coping with the challenges in the twenty-first century. Today, the "4C" skills--critical thinking, creativity, communication, and collaboration--are regarded as significant learning outcomes in Science,…
Descriptors: Cooperative Learning, Problem Based Learning, Experiential Learning, Problem Solving
Monica Ward; Fiona O'Riordan; Danielle Logan-Fleming; Dervila Cooke; Tara Concannon-Gibney; Marina Efthymiou; Niamh Watkins – Innovations in Education and Teaching International, 2024
Assessment is a central feature of teaching and learning. It is both complex and challenging in ordinary times, and these aspects are magnified in an online learning environment. Given its central role, it is crucial that its design and purpose is rigorous and robust. This paper presents justification for using interactive oral assessment as an…
Descriptors: Verbal Tests, Oral Language, Experiential Learning, Case Studies
Sung, Euisuk – Technology and Engineering Teacher, 2019
Computational thinking has been popularized in the last decade, particularly with the emphasis on coding education in K-12 schools. The core idea of computational thinking has a close relationship with technology and engineering education (TEE). TEE has emphasized the use of computing skills to solve problems, and integrative STEM education…
Descriptors: Skill Development, Computation, STEM Education, Engineering
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
The GET Immersion Experience: A New Model for Leveraging the Synergies between Industry and Academia
Saltz, Jeff; Serva, Mark A.; Heckman, Robert – Journal of Information Systems Education, 2013
This article describes a new and innovative open co-op program for MIS/IS students. The program, Global Enterprise Technology Immersion Experience (GET IE), has a global enterprise focus that is integrated with hands-on experiential work-based learning to provide a context in which students are stimulated to utilize their classroom knowledge. The…
Descriptors: Computer Science Education, Cooperative Programs, School Business Relationship, Intercollegiate Cooperation
Cooper, Robyn; Heaverlo, Carol – American Journal of Engineering Education, 2013
For girls there is a distinct loss in interest, lack of confidence, and decline in positive attitudes toward STEM subject areas that begins early on in their academic experience and increases with age. According to the National Academy of Engineering, students need to begin associating the possibilities in STEM fields with the need for creativity…
Descriptors: Problem Solving, Creativity, STEM Education, Females
Introducing Programmable Logic to Undergraduate Engineering Students in a Digital Electronics Course
Todorovich, E.; Marone, J. A.; Vazquez, M. – IEEE Transactions on Education, 2012
Due to significant technological advances and industry requirements, many universities have introduced programmable logic and hardware description languages into undergraduate engineering curricula. This has led to a number of logistical and didactical challenges, in particular for computer science students. In this paper, the integration of some…
Descriptors: Engineering Education, Computer Science Education, Programming, Electronics
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Piele, Donald T. – Creative Computing, 1980
Ideas and examples that support the problem-solving role of computers in the classroom are given: procedures, techniques, and sample problems that can be used with beginning, intermediate, and advanced students have been included. (MP)
Descriptors: Computer Programs, Computer Science Education, Computers, Discovery Learning
Saulnier, Bruce M. – 1993
A cooperative work group experiential format is proposed for an introductory college computer course, which views the computer as one of several components of a business information system. The system is applied to a five-step problem solving model, consisting of problem analysis, problem understanding, making decisions, designing the solution,…
Descriptors: Computer Science Education, Cooperative Learning, Decision Making, Experiential Learning
Previous Page | Next Page »
Pages: 1 | 2