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Zhang, Aimao – Journal of Information Technology Education: Research, 2012
Pedagogy of higher education is shifting from passive to active and deep learning. At the same time, the information technology (IT) industry and the Accreditation Board for Engineering and Technology (ABET) are demanding soft skills training. Thus, in designing an IT course, we devised group teaching projects where students learn to work with…
Descriptors: Group Activities, Industry, Cooperative Learning, Information Technology
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Campbell, Jackie – Interactive Technology and Smart Education, 2012
Purpose: The purpose of this paper is to describe and discuss the use of specifically-developed, inquiry-based learning materials for Computing and Forensic Computing students. Small applications have been developed which require investigation in order to de-bug code, analyse data issues and discover "illegal" behaviour. The applications…
Descriptors: Foreign Countries, Computer Software, Inquiry, Active Learning
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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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Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Lopez, J. L. Gimenez; Royo, T. Magal; Laborda, Jesus Garcia; Calvo, F. Garde – Online Submission, 2009
This article analyses different methods of adapting digital content for its delivery via mobile devices taking into account two aspects which are a fundamental part of the learning process; on the one hand, functionality of the contents, and on the other, the actual controlled navigation requirements that the learner needs in order to acquire high…
Descriptors: Electronic Publishing, Delivery Systems, Handheld Devices, Programming
DeGarmo, Jacqueline; Turckes, Steven R. – Education Digest: Essential Readings Condensed for Quick Review, 2009
In his book "A Whole New Mind: Why Right Brainers Will Rule the Future," Daniel Pink uses the traditionally held beliefs about the cognitive functioning of the left and right hemispheres of the brain (left: logical, sequential, mathematical, etc., and right: intuition, creative, artistic, etc.) as a metaphor to postulate that a new era is emerging…
Descriptors: School Activities, Elementary Secondary Education, Figurative Language, Facility Guidelines
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Lavy, Ilana; Rashkovits, Rami; Kouris, Roy – Computer Science Education, 2009
One of the subjects that undergraduate students learning Object Oriented (OO) design find hard to apply is the construction of class hierarchies in general, and the use of interface classes in particular. The design process requires decomposition and reconstruction of problems in order to model software classes. The common attributes and behaviors…
Descriptors: Undergraduate Students, Design, Problem Solving, Teaching Methods
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Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai – Simulation & Gaming, 2009
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Descriptors: Artificial Intelligence, Games, Video Technology, Technological Advancement
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Walker, Robert – New Directions for Community Colleges, 2009
As oil prices fluctuate widely and a worldwide recession grows, people are seeing a fundamental shift in the U.S. economy and in consumer buying behavior. This shift is forcing every organization to maximize its efficiency in order to remain profitable and is thereby creating a higher demand for new staff who have management and project management…
Descriptors: Community Colleges, Business Administration Education, Occupational Information, Demand Occupations
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Isotani, Seiji; Inaba, Akiko; Ikeda, Mitsuru; Mizoguchi, Riichiro – International Journal of Computer-Supported Collaborative Learning, 2009
One of the main difficulties during the design of collaborative learning activities is adequate group formation. In any type of collaboration, group formation plays a critical role in the learners' acceptance of group activities, as well as the success of the collaborative learning process. Nevertheless, to propose both an effective and…
Descriptors: Learning Theories, Group Activities, Cooperative Learning, Learning Processes
Kirschenbaum, Matthew – Chronicle of Higher Education, 2009
Most users have no more knowledge of what their computer or code is actually doing than most automobile owners have of their carburetor or catalytic converter. Nor is any such knowledge necessarily needed. But for academics, driven by an increasing emphasis on the materiality of new media--that is, the social, cultural, and economic factors…
Descriptors: Influence of Technology, Technology Uses in Education, Computer Science, Educational Research
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Vallance, Michael; Martin, Stewart; Wiz, Charles; van Schaik, Paul – International Journal of Virtual and Personal Learning Environments, 2010
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community cooperation fosters long-term understanding and transference of learned concepts. The construction of…
Descriptors: Instructional Design, Science Instruction, Science Education, Computer Simulation
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Meishar-Tal, Hagit; Schencks, Mat – International Journal of Virtual and Personal Learning Environments, 2010
This paper discusses the pedagogical and technological aspects of assessing wiki-based collaborative learning activities. The first part of the paper presents a general framework of collaborative learning assessment. The framework is based on four aspects of assessment, characterized by four questions: who, what, how and by whom. The second part…
Descriptors: Cooperative Learning, Collaborative Writing, Web Sites, Teaching Methods
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Shoufan, Abdulhadi; Huss, Sorin A. – ACM Transactions on Computing Education, 2010
Reconfigurable computing is an established field in computer science. Teaching this field to computer science students demands special attention due to limited student experience in electronics and digital system design. This article presents a compact course on reconfigurable processors, which was offered at the Technische Universitat Darmstadt,…
Descriptors: Computer Science, Student Experience, Courses, Faculty Development
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Luxton-Reilly, Andrew; Denny, Paul – Computer Science Education, 2010
We present an innovative pedagogical approach that we call "constructive evaluation," which shifts students from being consumers of knowledge to participants in a community of peers engaged in actively producing and sharing knowledge. Students are required to author a question that assesses one or more of the learning outcomes of a course. In…
Descriptors: Feedback (Response), Learning Theories, Item Banks, Educational Resources
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