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Jacobs, Christian T.; Gorman, Gerard J.; Rees, Huw E.; Craig, Lorraine E. – Journal of Geoscience Education, 2016
Computer programming was once thought of as a skill required only by professional software developers. But today, given the ubiquitous nature of computation and data science it is quickly becoming necessary for all scientists and engineers to have at least a basic knowledge of how to program. Teaching how to program, particularly to those students…
Descriptors: Foreign Countries, Undergraduate Students, Teaching Methods, Programming
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Bougot-Robin, Kristelle; Paget, Jack; Atkins, Stephen C.; Edel, Joshua B. – Journal of Chemical Education, 2016
It is not uncommon for students to view laboratory instruments as black boxes. Unfortunately, this can often result in poor experimental results and interpretation. To tackle this issue, a laboratory course was designed to enable students not only to critically think about operating principles of the instrument but also to improve interpretation…
Descriptors: Chemistry, Science Instruction, Laboratory Equipment, Critical Thinking
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
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Marshall, Linda; Pieterse, Vreda; Thompson, Lisa; Venter, Dina M. – ACM Transactions on Computing Education, 2016
Employers require software engineers to work in teams when developing software systems. It is therefore important for graduates to have experienced teamwork before they enter the job market. We describe an experiential learning exercise that we designed to teach the software engineering process in conjunction with teamwork skills. The underlying…
Descriptors: Student Participation, Teamwork, Computer Software, Programming
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Keengwe, Jared, Ed. – IGI Global, 2023
We are moving toward a future in which digital practices are becoming more ubiquitous. Also, there is evidence to suggest that innovative digital practices are changing the face of 21st-century learning environments. Critical to 21st-century teaching and learning success is continued emphasis on learner preferences, shaped by innovative digital…
Descriptors: Higher Education, Teaching Methods, Global Approach, Active Learning
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Miguel Baptista Nunes Ed.; Pedro Isaias Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers of the 16th International Conference on e-Learning (EL 2022), which was organised by the International Association for Development of the Information Society, 19-21 July, 2022. This conference is part of the 16th Multi Conference on Computer Science and Information Systems 2022, 19-22 July, which had a total of…
Descriptors: Electronic Learning, Online Courses, Educational Technology, COVID-19
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Sengupta, Pratim; Farris, Amy Voss; Wright, Mason – Technology, Knowledge and Learning, 2012
Novice learners find motion as a continuous process of change challenging to understand. In this paper, we present a pedagogical approach based on agent-based, visual programming to address this issue. Integrating agent-based programming, in particular, Logo programming, with curricular science has been shown to be challenging in previous research…
Descriptors: Mechanics (Physics), Motion, Change, Aesthetics
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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
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Yau, Hon Keung; Cheng, Alison Lai Fong – Journal of Technology Studies, 2012
Past studies have found male students to have more confidence in using technology for learning than do female students. Males tend to have more positive attitudes about the use of technology for learning than do females. According to the Women's Foundation (2006), few studies examined gender relevant research in Hong Kong. It also appears that no…
Descriptors: Foreign Countries, Programming Languages, Programming, Gender Differences
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – Electronic Journal of e-Learning, 2014
Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…
Descriptors: Computer Science Education, Educational Games, Computer Games, Programming
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Wei, Liew Tze; Su-Mae, Tan; Wi, Tay Nuo – Journal of Interactive Learning Research, 2014
The main objective of this study was to ascertain if the effectiveness of conversational narrations and non-conversational narrations in multimedia environment will be mediated by learners' field dependence and gender. 53 participants (25 field dependent and 28 field independent subjects) were randomly divided to interact with either one of…
Descriptors: Cognitive Style, Gender Differences, Multimedia Instruction, Computer Science Education
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Vickery, Jacqueline – Journal of Adolescent & Adult Literacy, 2014
This column examines a case study focusing on web design as an example of interest-driven learning and the acquisition of (digital media) literacies. A summer workshop was offered at a working-class public library, led by a self-taught seventeen year old girl. Nine students (ages 8-16) learned basic HTML and CSS and designed their own websites in…
Descriptors: Case Studies, Web Sites, Design, Student Interests
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Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin – IEEE Transactions on Education, 2017
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word…
Descriptors: Teaching Methods, Workshops, Models, Adolescents
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Jenson, Jennifer; Droumeva, Milena – E-Learning and Digital Media, 2017
An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While…
Descriptors: Technological Literacy, Media Literacy, Middle School Students, Student Surveys
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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