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Gepner, Ivan – American Biology Teacher, 2009
Images, whether at the level of molecules, cells, organs, organisms, or environments, are at the core of many biological disciplines. Even with the contemporary emphasis on molecular analysis, biology has retained its traditional strong visual component. In courses that rely on the study of biological structure, the presentation of images for…
Descriptors: Testing, Internet, Biology, Science Education
Ferrater-Simon, C.; Molas-Balada, L.; Gomis-Bellmunt, O.; Lorenzo-Martinez, N.; Bayo-Puxan, O.; Villafafila-Robles, R. – IEEE Transactions on Education, 2009
Many teaching institutions worldwide are working on distance learning applications. In this field, remote laboratories are enabling intensive use of university facilities, while aiding the work of professors and students. The present paper introduces a platform designed to be used in industrial automation practical work. The platform is…
Descriptors: Automation, Electronics, Distance Education, Laboratories
Kalles, Dimitrios – Computers & Education, 2008
In this paper we offer a report on a university-level programming laboratory course that has been designed on top of a programming library. The course enforces soft skills, such as code inspection and team working, sharpens implementation skills and creates a bridge between introductory, language-specific instruction and senior-year full-blown…
Descriptors: Teamwork, Programming, Program Implementation
Wu, Penn Pinlung – ProQuest LLC, 2012
This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…
Descriptors: Instructional Design, Computer Games, Career Education, Computer Oriented Programs
Morris, Mitchell J. – ProQuest LLC, 2012
Quickly accessing the contents of a video is challenging for users, particularly for unstructured video, which contains no intentional shot boundaries, no chapters, and no apparent edited format. We approach this problem in the domain of lecture videos though the use of machine learning, to gather semantic information about the videos; and through…
Descriptors: Heuristics, Electronic Learning, Video Technology, Computer Interfaces
Chen, Gwo-Dong; Li, Liang-Yi; Wang, Chin-Yea – Turkish Online Journal of Educational Technology - TOJET, 2012
In programming courses, teaching students who have varied levels of knowledge and skills the requisite competencies to perform in real-world software development teams is indeed difficult. To address this problem, this paper proposes a community of practice (CoP) approach and provides some guidelines to simulate a real-world CoP in a blended…
Descriptors: Knowledge Level, Programming, Blended Learning, Communities of Practice
Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
Lin, Janet Mei-Chuen; Liu, Shu-Fen – Educational Technology & Society, 2012
A multi-case study approach was used in this study to investigate how parents and children collaborated with each other when they learned to program in MSWLogo together. Three parent-child pairs were observed directly in a five-day computer camp. Each pair was assigned a total of 33 programming tasks to work on. The observation focused on how…
Descriptors: Computers, Parent Child Relationship, Cooperation, Programming
McGill, Monica M. – ACM Transactions on Computing Education, 2012
One of the goals of using robots in introductory programming courses is to increase motivation among learners. There have been several types of robots that have been used extensively in the classroom to teach a variety of computer science concepts. A more recently introduced robot designed to teach programming to novice students is the Institute…
Descriptors: Educational Technology, Computer Software, Gender Differences, Student Interests
Thomas, Angela – Learning, Media and Technology, 2012
This paper draws from research conducted as part of an Australian Research Council funded Linkage Project "Teaching effective 3D authoring in the middle years: multimedia grammatical design and multimedia authoring pedagogy", which is a collaboration between the University of New England, the University of Tasmania and the Australian…
Descriptors: Childrens Writing, Semiotics, Linguistic Theory, Case Studies
Wright, Geoffrey A.; Rich, Peter; Leatham, Keith R. – Technology and Engineering Teacher, 2012
Programming is a fundamental component of modern society. Programming and its applications influence much of how people work and interact. Because of people's reliance on programming in one or many of its applications, there is a need to teach students to be programming literate. Because the purpose of the International Technology and Engineering…
Descriptors: Multiple Literacies, Standards, Junior High School Students, Secondary School Curriculum
Rodrigo, Ma. Mercedes T.; Andallaza, Thor Collin S.; Castro, Francisco Enrique Vicente G.; Armenta, Marc Lester V.; Dy, Thomas T.; Jadud, Matthew C. – Journal of Educational Computing Research, 2013
In this article we quantitatively and qualitatively analyze a sample of novice programmer compilation log data, exploring whether (or how) low-achieving, average, and high-achieving students vary in their grasp of these introductory concepts. High-achieving students self-reported having the easiest time learning the introductory programming…
Descriptors: Programming, High Achievement, Introductory Courses, Qualitative Research
Bers, Marina Umaschi; Seddighin, Safoura; Sullivan, Amanda – Journal of Technology and Teacher Education, 2013
Prior work has shown that early childhood educators demonstrate a lack of knowledge and understanding about technology and engineering, and about developmentally appropriate pedagogical approaches to bring those disciplines into the classrooms. This paper reports a study in which 32 early childhood educators participated in an intensive three-day…
Descriptors: STEM Education, Early Childhood Education, Knowledge Base for Teaching, Developmentally Appropriate Practices
Baker, William M. – Journal of Education for Business, 2013
This research determines which computer skills are important for entry-level accountants, and whether some skills are more important than others. Students participated before and after internships in public accounting. Longitudinal analysis is also provided; responses from 2001 are compared to those from 2008-2009. Responses are also compared to…
Descriptors: Computer Literacy, Longitudinal Studies, College Students, Accounting
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2021
For the forty-fourth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with…
Descriptors: Educational Technology, Technology Uses in Education, Computer Mediated Communication, Video Technology

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