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Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
Liang, Yawei – Online Submission, 2005
In a fundamental computer-programming course, such as CSE101, questions about how to evaluate an arithmetic expression are frequently used to check if our students know the rules of precedence. The author uses two of our final examination questions to show that more knowledge of computer science is needed to answer them correctly. Furthermore,…
Descriptors: Computer Science Education, Student Evaluation, Higher Education, Programming
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Hall, Dianne J.; Cegielski, Casey G.; Wade, James N. – Decision Sciences Journal of Innovative Education, 2006
The research described in this article reports the results of a study designed to evaluate the relationship among object-oriented (OO) computer programming task performance and a student's (1) theoretical value belief, (2) cognitive ability, and (3) personality. The results of this study do not support the assertion that cognitive ability is a…
Descriptors: Beliefs, Cognitive Ability, Personality, Predictor Variables
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Karaman, Selcuk; Celik, Suat – International Journal of Technology and Design Education, 2008
This study investigates perceptions of 29 prospective teachers about a course based on Project-Based Learning (PBL) approach. The course, "Authoring Languages in PC Environment (B-320)" lasted in 14 weeks in fall semester of 2004-2005. In this course each prospective teacher carried out a project that requires designing and developing courseware…
Descriptors: Student Projects, Programming Languages, Time Management, Active Learning
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Coffey, John W.; Koonce, Robert – Journal of Computers in Mathematics and Science Teaching, 2008
This article contains a description of the organization and method of use of an active learning environment named MODeLeR, (Multimedia Object Design Learning Resource), a tool designed to facilitate the learning of concepts pertaining to object modeling with the Unified Modeling Language (UML). MODeLeR was created to provide an authentic,…
Descriptors: Constructivism (Learning), Active Learning, Teaching Methods, Computer Assisted Instruction
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Coelho, Wesley; Murphy, Gail – Journal on Educational Resources in Computing, 2007
Becoming a quality software developer requires practice under the guidance of an expert mentor. Unfortunately, in most academic environments, there are not enough experts to provide any significant design mentoring for software engineering students. To address this problem, we present a collaborative software design tool intended to maximize an…
Descriptors: Feedback (Response), Mentors, Computer Software, Engineering
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Surakka, Sami; Malmi, Lauri – Computer Science Education, 2005
This case study considered the syllabus of the first and second year studies in computer science. The aim of the study was to reveal which topics covered in the syllabi were really needed during the following years of study or in working life. The program that was assessed in the study was a Masters program in computer science and engineering at a…
Descriptors: Masters Programs, Computer Science, Engineering Education, Foreign Countries
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Madison, Sandra; Gifford, James – Journal of Research on Technology in Education, 2002
Describes a study that explored the parameter-related misconceptions of two college students in an introductory programming course. Explains how they were able to construct correctly functioning modular programs by making adjustments to formal parameter lists; discusses results within a constructivist framework; and suggests implications for…
Descriptors: Computer Science Education, Constructivism (Learning), Higher Education, Instructional Design
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Lattu, Matti; Meisalo, Veijo; Tarhio, Jorma – Computers & Education, 2003
As algorithms have been seen to be hard to teach and learn, teachers have tried to look for help in algorithm animation. While the effect of algorithm animation on learning has been studied, but not reliably evidenced, this study tries to approach the problem from a different perspective. Sixty hours of assignment sessions in an introductory…
Descriptors: Animation, Programming, Teaching Methods, Introductory Courses
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Wilson, Brenda Cantwell – Journal of Educational Computing Research, 2006
A study analyzing survey results of more than 850 students enrolled in college computer courses was conducted. The survey included, among other things, questions about students' preferences for a programming assignment. The three choices given were examples of common types of programming assignments found in CS1 textbooks: an application to…
Descriptors: Textbooks, Programming, Assignments, Gender Differences
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Shi, Fuqian; Wei, Jincai – International Education Studies, 2008
In the current teaching activities on curriculum, teachers taught all kinds of computer language at the most of the time. Students also focus on a variety of examinations, but the real time to train students' independent software developing skill is very limited. This has resulted in the students only to copy other people's systems design ideas,…
Descriptors: Programming, Creative Thinking, Creative Development, Science Activities
Kafai, Yasmin B., Ed.; Heeter, Carrie, Ed.; Denner, Jill, Ed.; Sun, Jennifer Y., Ed. – MIT Press (BK), 2008
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in "World of…
Descriptors: Foreign Countries, Expertise, Play, Topography
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Hendry, David G. – Journal on Educational Resources in Computing, 2007
This article presents a project-based case study that was developed for students with diverse backgrounds and varied inclinations for engaging technical topics. The project, called History Places, requires that student teams develop a vision for a kind of digital library, propose a conceptual model, and use the model to derive a logical model and…
Descriptors: History, Case Studies, Student Projects, Teamwork
Brusilovsky, P.; And Others – 1994
Three different approaches to teaching introductory programming are reviewed: the incremental approach, the sub-language approach, and the mini-language approach. The paper analyzes all three approaches, providing a brief history of each and describing an example of a programming environment supporting this approach. In the incremental approach,…
Descriptors: Computer Science Education, Foreign Countries, Introductory Courses, Programming
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McGill, Tanya J.; Volet, Simone E. – Journal of Research on Computing in Education, 1997
Proposes a conceptual framework for analyzing students' knowledge of programming. The idea is to integrate three types of programming knowledge from educational computing literature with three forms of knowledge from cognitive psychology literature. A study is described that determined types of knowledge required to answer exam questions, and…
Descriptors: Cognitive Psychology, Comparative Analysis, Computer Science Education, Concept Formation
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