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Showing 1 to 15 of 17 results Save | Export
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Buzzetto-Hollywood, Nicole A.; Wang, Hwei C.; Elobeid, Magdi; Elobaid, Muna E. – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2018
Aim/Purpose: The digital divide and educational inequalities remain a significant societal problem in the United States, and elsewhere, impacting low income, first-generation, and minority learners. Accordingly, institutions of higher education are challenged to meet the needs of students with varying levels of technological readiness with…
Descriptors: Information Literacy, Access to Computers, Disadvantaged, Minority Group Students
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Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita – Educational Technology & Society, 2017
More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…
Descriptors: Experimental Groups, Control Groups, Comparative Analysis, Academic Achievement
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
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DiSalvo, Betsy; Guzdial, Mark; Bruckman, Amy; McKlin, Tom – Journal of the Learning Sciences, 2014
Why would individuals who are capable of learning opt not to? Learning is important for stability and success. It would seem rational that students in groups that are frequently underrepresented or marginalized would be motivated to learn. However, negotiation of multiple identities and self-beliefs can impact motivations to learn. For example,…
Descriptors: Video Games, Computer Science Education, African Americans, Males
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Howard, A. M.; Park, Chung Hyuk; Remy, S. – IEEE Transactions on Learning Technologies, 2012
The robotics field represents the integration of multiple facets of computer science and engineering. Robotics-based activities have been shown to encourage K-12 students to consider careers in computing and have even been adopted as part of core computer-science curriculum at a number of universities. Unfortunately, for students with visual…
Descriptors: Robotics, Computer Interfaces, Federal Aid, Pilot Projects
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Chen, Hong-Ren – Journal of Educational Computing Research, 2012
Recognition of students' facial expressions can be used to understand their level of attention. In a traditional classroom setting, teachers guide the classes and continuously monitor and engage the students to evaluate their understanding and progress. Given the current popularity of e-learning environments, it has become important to assess the…
Descriptors: Foreign Countries, Interactive Video, Computer Software Evaluation, Distance Education
Walker, Jacob J. – Online Submission, 2010
This Action Research project and Pilot Study was designed and implemented to improve students' hypothetical thinking abilities by exploring the possibility that learning and playing the computer game Minesweeper may inherently help improve hypothetical thinking. One objective was to use educational tools to make it easier for students to learn the…
Descriptors: Action Research, Pretests Posttests, Program Effectiveness, Correlation
Kim, Philip – ProQuest LLC, 2010
Financial institutions are increasingly finding difficulty defending against information security risks and threats, as they are often the number one target for information thieves. An effective information security training and awareness program can be a critical component of protecting an organization's information assets. Many financial…
Descriptors: Financial Services, Knowledge Level, Transfer of Training, Computer Security
Rague, Brian William – ProQuest LLC, 2010
Almost all collegiate programs in Computer Science offer an introductory course in programming primarily devoted to communicating the foundational principles of software design and development. The ACM designates this introduction to computer programming course for first-year students as CS1, during which methodologies for solving problems within…
Descriptors: Control Groups, Introductory Courses, Sequential Approach, Programming Languages
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Kert, Serhat Bahadir; Kurt, Adile Askim – Interactive Learning Environments, 2012
Electronic performance support systems (EPSSs) are the software programs commonly used in commercial environments since the early 1990s. These software programs are generally called performance-based systems and focus on the complete job rather than providing individual development. For that reason, the usage of these systems in learning…
Descriptors: Foreign Countries, Web Based Instruction, Program Effectiveness, Learning Strategies
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Verginis, Ilias; Gouli, Evangelia; Gogoulou, Agoritsa; Grigoriadou, Maria – IEEE Transactions on Learning Technologies, 2011
The paper presents the facilities offered by the open learner model maintained in the web-based, adaptive, activity-oriented learning environment SCALE (Supporting Collaboration and Adaptation in a Learning Environment), in order to guide online students who become disengaged and support their reengagement. The open learner model (OLM_SCALE)…
Descriptors: Foreign Countries, Educational Technology, Program Effectiveness, Introductory Courses
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Tangney, Brendan; Oldham, Elizabeth; Conneely, Claire; Barrett, Stephen; Lawlor, John – IEEE Transactions on Education, 2010
This paper describes a model for computer programming outreach workshops aimed at second-level students (ages 15-16). Participants engage in a series of programming activities based on the Scratch visual programming language, and a very strong group-based pedagogy is followed. Participants are not required to have any prior programming experience.…
Descriptors: Foreign Countries, Computer Software, Programming Languages, Computer Science Education
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Ludi, Stephanie; Reichlmayr, Tom – ACM Transactions on Computing Education, 2011
This article describes an outreach program to broaden participation in computing to include more students with visual impairments. The precollege workshops target students in grades 7-12 and engage students with robotics programming. The use of robotics at the precollege level has become popular in part due to the availability of Lego Mindstorm…
Descriptors: High School Students, Visual Impairments, Middle School Students, Outreach Programs
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Dahlberg, Teresa; Barnes, Tiffany; Buch, Kim; Rorrer, Audrey – ACM Transactions on Computing Education, 2011
The Students and Technology in Academia, Research, and Service (STARS) Alliance is a nationally-connected system of regional partnerships among higher education, K-12 schools, industry and the community with a mission to broaden the participation of women, under-represented minorities and persons with disabilities in computing (BPC). Each regional…
Descriptors: Grade Point Average, Self Efficacy, Academic Achievement, Leadership
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Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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