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Mann, Mark D. – Contemporary Issues in Education Research, 2017
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
Descriptors: Student Motivation, Computer Games, Learner Engagement, Programming
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Saltan, Fatih – Journal of Education and Learning, 2017
Online Algorithm Visualization (OAV) is one of the recent developments in the instructional technology field that aims to help students handle difficulties faced when they begin to learn programming. This study aims to investigate the effect of online algorithm visualization on students' achievement in the introduction to programming course. To…
Descriptors: Information Technology, Control Groups, Experimental Groups, Programming
Bitner, Michael – ProQuest LLC, 2012
Information Technology (IT) employment shortages may be related to employee retirement or normal attrition. Within IT job shortages, tacit knowledge is lost when employees retire or leave organizations. Tacit knowledge is unwritten or unspoken knowledge that is not easily articulated, and exists only with the individuals who obtain the knowledge…
Descriptors: Knowledge Management, Information Technology, Professional Personnel, Programming
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Wang, Yanqing; Li, Hang; Feng, Yuqiang; Jiang, Yu; Liu, Ying – Computers & Education, 2012
The traditional assessment approach, in which one single written examination counts toward a student's total score, no longer meets new demands of programming language education. Based on a peer code review process model, we developed an online assessment system called "EduPCR" and used a novel approach to assess the learning of computer…
Descriptors: Programming Languages, Program Effectiveness, Programming, Tests
Mok, Heng Ngee – Online Submission, 2011
Differentiated instruction in the form of tiered take-home lab exercises was implemented for students of an undergraduate-level programming course. This paper attempts to uncover the perceptions and usage patterns of students toward these new lab exercises using a comprehensive survey. Findings reveal that these tiered exercises are generally very…
Descriptors: Learner Engagement, Cooperative Learning, Programming, Individualized Instruction
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Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education