NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 47 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Moon, Tyler; Abegaz, Tamirat; Payne, Bryson; Salimi, Abi – Journal of Cybersecurity Education, Research and Practice, 2020
Several research findings indicate that basic cyber hygiene can potentially deter the majority of cyber threats. One of the ways cybersecurity professionals can prepare users to ensure proper hygiene is to help them develop their ability to spot the difference between normal and abnormal behavior in a computer system. Malware disrupts the normal…
Descriptors: Information Security, Game Based Learning, Computer Security, Knowledge Level
Peer reviewed Peer reviewed
Direct linkDirect link
Tsai, Fu-Hsing; Hsiao, Hsien-Sheng; Yu, Kuang-Chao; Lin, Kuen-Yi – International Journal of Technology and Design Education, 2022
In order to reflect on the lack of developing content knowledge of technology education in Taiwan's primary teacher education, the main aim of this study was to develop a STEM-based game-design project for helping preservice primary teachers acquire computational thinking concepts in a teacher education course and to evaluate its effectiveness.…
Descriptors: Foreign Countries, STEM Education, Game Based Learning, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Xie, Benjamin; Loksa, Dastyni; Nelson, Greg L.; Davidson, Matthew J.; Dong, Dongsheng; Kwik, Harrison; Tan, Alex Hui; Hwa, Leanne; Li, Min; Ko, Andrew J. – Computer Science Education, 2019
Background and Context: Current introductory instruction fails to identify, structure, and sequence the many skills involved in programming. Objective: We proposed a theory which identifies four distinct skills that novices learn incrementally. These skills are tracing, writing syntax, comprehending templates (reusable abstractions of programming…
Descriptors: Programming, Skill Development, Computer Science Education, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Ngai, Grace; Chan, Stephen C. F.; Leong, Hong Va; Ng, Vincent T. Y. – ACM Transactions on Computing Education, 2013
This article presents the design and development of i*CATch, a construction kit for physical and wearable computing that was designed to be scalable, plug-and-play, and to provide support for iterative and exploratory learning. It consists of a standardized construction interface that can be adapted for a wide range of soft textiles or electronic…
Descriptors: Computer System Design, Engineering Technology, Courseware, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok – Educational Technology Research and Development, 2016
Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…
Descriptors: Intelligent Tutoring Systems, Technology Integration, Educational Games, Formative Evaluation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alkaria, Ahmed; Alhassan, Riyadh – Journal of Education and Training Studies, 2017
This study was conducted to examine the effect of in-service training of computer science teachers in Scratch language using an electronic learning platform on acquiring programming skills and attitudes towards teaching programming. The sample of this study consisted of 40 middle school computer science teachers. They were assigned into two…
Descriptors: Programming Languages, Programming, Electronic Learning, Inservice Teacher Education
Peer reviewed Peer reviewed
Direct linkDirect link
Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Waitelonis, Jorg; Ludwig, Nadine; Knuth, Magnus; Sack, Harald – Interactive Technology and Smart Education, 2011
Purpose: Linking Open Data (LOD) provides a vast amount of well structured semantic information, but many inconsistencies may occur, especially if the data are generated with the help of automated methods. Data cleansing approaches enable detection of inconsistencies and overhauling of affected data sets, but they are difficult to apply…
Descriptors: Foreign Countries, Computer Interfaces, Heuristics, Evaluation Criteria
Peer reviewed Peer reviewed
Direct linkDirect link
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Peer reviewed Peer reviewed
Direct linkDirect link
LaBelle, Chris – Journal of Extension, 2011
When delivered on a mobile device, interpretive tours of a locale afford powerful learning experiences. As mobile devices become more powerful, content for these devices that is individualized and location-specific has become more common. In light of this trend, Oregon State University Extension developed a GPS-enabled iPhone tree tour…
Descriptors: Extension Education, Pilot Projects, Place Based Education, Geographic Information Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Hsiu-Hua; Yang, Heng-Li – Australasian Journal of Educational Technology, 2011
For information systems development project student teams, learning how to improve software development processes is an important training. Software process improvement is an outcome of a number of creative behaviours. Social cognitive theory states that the efficacy of judgment influences behaviours. This study explores the impact of three types…
Descriptors: Achievement Need, Motivation, Computer Software, Information Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Canfield, Stephen L.; Ghafoor, Sheikh; Abdelrahman, Mohamed – Journal of STEM Education: Innovations and Research, 2012
This paper describes the redesign and implementation of the course, "Introduction to Programming for Engineers" using microcontroller (MCU) hardware as the programming target. The objective of this effort is to improve the programming competency for engineering students by more closely relating the initial programming experience to the student's…
Descriptors: Program Effectiveness, Engineering Education, Engineering, Hands on Science
Previous Page | Next Page ยป
Pages: 1  |  2  |  3  |  4