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Showing 1 to 15 of 18 results Save | Export
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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
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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
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Ammar, Salwa; Kim, Min Jung; Masoumi, Amir H.; Tomoiaga, Alin – Decision Sciences Journal of Innovative Education, 2023
Over the past few years, academics have undertaken initiatives to bridge the gap between theory and practice in the ever-growing field of business analytics, including implementing real-life student projects in all shapes and forms. Every year since 2015, Manhattan College has invited student teams from across North America and elsewhere in the…
Descriptors: Business, Data Analysis, Business Administration Education, Intercollegiate Cooperation
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Maaravi, Yossi – Innovations in Education and Teaching International, 2020
In the current article, the already existing process of "hackathons" was used to teach management or organisational consulting. Two separate events were conducted with dozens of students working in teams for twelve straight hours to solve real organisational challenges. Results from post-event surveys indicate that participants -…
Descriptors: College Students, Business Administration Education, Consultants, Experiential Learning
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Rao, B. Madhu; Xanthopoulos, Petros; Zheng, Qipeng Phil – INFORMS Transactions on Education, 2020
NP-complete problems such as the traveling salesman problem (TSP) play a prominent role in most advanced undergrad/graduate courses in discrete optimization modeling. Teaching such an important topic from a purely mathematical perspective without discussing specific applications may result in reduced student interest and motivation. The DeLand…
Descriptors: Manufacturing Industry, Art Materials, Case Method (Teaching Technique), Scheduling
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Ibrahim, Mohd Faisal; Huddin, Aqilah Baseri; Hashim, Fazida Hanim; Abdullah, Mardina; Rahni, Ashrani Aizzuddin Abd; Mustaza, Seri Mastura; Hussain, Aini; Zaman, Mohd Hairi Mohd – International Journal of Evaluation and Research in Education, 2020
This study examined the educational effects in strengthening programming skills among university's undergraduate engineering students via integration of a robotics project and an experiential learning approach. In this study, a robotics project was conducted to close the gap of students' difficulty in relating the theoretical concepts of…
Descriptors: Programming, Engineering Education, Experiential Learning, Active Learning
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Sung, Woonhee; Ahn, Junghyun; Black, John B. – Technology, Knowledge and Learning, 2017
A science, technology, engineering, and mathematics-influenced classroom requires learning activities that provide hands-on experiences with technological tools to encourage problem-solving skills (Brophy et al. in "J Eng Educ" 97(3):369-387, 2008; Mataric et al. in "AAAI spring symposium on robots and robot venues: resources for AI…
Descriptors: Computation, Programming, Problem Solving, Mathematics Education
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Hollister, Jonathan M.; Spears, Laura I.; Mardis, Marcia A.; Lee, Jisue; McClure, Charles R.; Liebman, Elizabeth – Education & Training, 2017
Purpose: In response to recent calls for research relating to employers' perceptions of the workplace readiness of new graduates in a variety of fields, the purpose of this paper is to report North Florida employers' perceptions of information technology (IT) program graduates' workplace readiness. These findings are relevant to stakeholders in…
Descriptors: Employer Attitudes, Employment Potential, College Graduates, Information Technology
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Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
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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
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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
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Strauss, Judy – Journal of Marketing Education, 2011
Marketing faculty use cases, simulations, and client-sponsored projects to achieve learning objectives in the marketing capstone class. This class typically aims to integrate and apply previously learned material and to transition students into their careers. Drawing on the professional school, creative problem solving and constructivist learning…
Descriptors: Curriculum, Marketing, Business Administration Education, Experiential Learning
Weber, Gerhard; Mollenberg, Antje – 1994
Novices in programming face many problems affecting their learning process and programming success. Learning to program includes using the programming environment, learning a programming language's syntax and semantics, understanding a problem and translating it into an executable plan, developing algorithms and programs, and testing and debugging…
Descriptors: Computer Literacy, Computer Software Development, Debugging (Computers), Experiential Learning
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Merrill, Douglas C.; And Others – Cognition and Instruction, 1995
Examined the effects of tutoring on college students' ability to learn a computer programming language in order to characterize effective tutor behaviors. Found that successful tutors took a very active role in leading problem-solving by offering confirmatory feedback and additional guidance while students were on profitable paths and error…
Descriptors: College Students, Experiential Learning, Feedback, Higher Education
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
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