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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Mulvey, Patrick; Pold, Jack – AIP Statistical Research Center, 2020
By the time physics students receive their PhDs, they have a broad understanding of many areas of physics and in-depth knowledge in a specific subfield. They have developed a comprehensive knowledge of mathematics, modeling, and programming. Graduate students in physics also develop skills in areas not specifically related to physics and not…
Descriptors: Graduate Students, Physics, College Graduates, Outcomes of Education
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Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
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Fees, Rachel E.; da Rosa, Jennifer A.; Durkin, Sarah S.; Murray, Mark M.; Moran, Angela L. – International Journal of Computer Science Education in Schools, 2018
The United States Naval Academy (USNA) STEM Center for Education and Outreach addresses an urgent Navy and national need for more young people to pursue careers in STEM fields through world-wide outreach to 17,000 students and 900 teachers per year. To achieve this mission, the STEM Center has developed a hands-on and inquiry-based methodology to…
Descriptors: Computer Science Education, STEM Education, Computer Security, Experiential Learning
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Havenga, Marietjie – African Journal of Research in Mathematics, Science and Technology Education, 2018
This research reports on second-year students who designed and developed an integrated C# programming and database project as one of the course outcomes in a problem-based environment. Project teamwork involved three key actions, namely cooperation, taking responsibility and dealing with dependencies. For these actions, several competencies were…
Descriptors: Problem Based Learning, Student Projects, Computer Science Education, Programming
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Broley, Laura; Caron, France; Saint-Aubin, Yvan – International Journal of Research in Undergraduate Mathematics Education, 2018
In response to a recent Canada-wide survey, where it was found that mathematicians use computer programming much less in their teaching than in their research, an exploratory study involving 14 Canadian mathematicians sought to gain a deeper understanding of the place of programming in both contexts. To capture the differences in the degree of…
Descriptors: Foreign Countries, Professional Personnel, Mathematics, Teaching Methods
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da Cruz Pinheiro, Fernando; Gresse von Wangenheim, Christiane; Missfeldt Filho, Raul – Informatics in Education, 2018
Diverse initiatives have emerged to popularize the teaching of computing in K-12 mainly through programming. This, however, may not cover other important core computing competencies, such as Software Engineering (SE). Thus, in order to obtain an overview of the state of the art and practice of teaching SE competences in K-12, we carried out a…
Descriptors: Computer Software, Engineering, Computer Science Education, Elementary Secondary Education
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Ayalew, Yirsaw; Tshukudu, Ethel; Lefoane, Moemedi – African Journal of Research in Mathematics, Science and Technology Education, 2018
One of the challenges encountered in programming courses offered at first year level is high failure rate, which is a serious concern to lecturers and university management. To address the issue of high failure rate, it is important to have a clear understanding of the factors that may affect performance. This study investigates the effect of…
Descriptors: Foreign Countries, College Freshmen, Programming, Computer Science Education
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Liebenberg, Janet; Pieterse, Vreda – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: The aims of this study were to investigate the feasibility of automatic assessment of programming tasks and to compare manual assessment with automatic assessment in terms of the effect of the different assessment methods on the marks of the students. Background: Manual assessment of programs written by students can be tedious. The…
Descriptors: Programming, Comparative Analysis, Grades (Scholastic), Evaluation Methods
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Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
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Deepamala, N.; Shobha, G. – Journal of Technology and Science Education, 2018
Final year or Capstone Project is the final and important phase of the undergraduate curriculum in a Computer Science Engineering program. Final year project is a course where all the skills learnt by the students in the course are applied and evaluated. The important aspects in the delivery of this course are (i) developing a model to train the…
Descriptors: Curriculum, Holistic Approach, Learning Experience, Undergraduate Students
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Petit, Jordi; Roura, Salvador; Carmona, Josep; Cortadella, Jordi; Duch, Jordi; Giménez, Omer; Mani, Anaga; Mas, Jan; Rodríguez-Carbonell, Enric; Rubio, Enric; de San Pedro, Enric; Venkataramani, Divya – IEEE Transactions on Learning Technologies, 2018
Jutge.org is an open educational online programming judge designed for students and instructors, featuring a repository of problems that is well organized by courses, topics, and difficulty. Internally, Jutge.org uses a secure and efficient architecture and integrates modern verification techniques, formal methods, static code analysis, and data…
Descriptors: Programming, Computer Science Education, Electronic Learning, Experiential Learning
Fees, Rachel E.; da Rosa, Jennifer A.; Durkin, Sarah S.; Murray, Mark M.; Moran, Angela L. – Online Submission, 2018
The United States Naval Academy (USNA) STEM Center for Education and Outreach addresses an urgent Navy and national need for more young people to pursue careers in STEM fields through world-wide outreach to 17,000 students and 900 teachers per year. To achieve this mission, the STEM Center has developed a hands-on and inquiry-based methodology to…
Descriptors: Computer Science Education, STEM Education, Computer Security, Experiential Learning
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Kong, Siu-Cheung; Li, Robert Kwok-Yiu; Kwok, Ron Chi-Wai – Journal of Educational Computing Research, 2019
Schools around the globe increasingly realized the importance of technology and its application in the education system. To guarantee a successful educational innovation, schools seek out different parties for valuable opinions. Among them, parents are the important feedback providers, because their attitudes are influential on children's academic…
Descriptors: Parent Attitudes, Programming, Computer Science Education, Test Construction
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Luik, Piret; Feklistova, Lidia; Lepp, Marina; Tõnisson, Eno; Suviste, Reelika; Gaiduk, Maria; Säde, Merilin; Palts, Tauno – Education and Information Technologies, 2019
There are millions of MOOC participants who vary in gender, age, educational level, employment status, intentions, etc. Although MOOC participants' characteristics have been studied, there is still a lack of knowledge of the divergence between the participants and completers of MOOCs with different levels of difficulty. The term 'level of…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
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