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Pauline, Ronald F. – 1999
Computer Assisted Instruction (CAI) is, quite simply, an instance in which instructional content activities are delivered via a computer. Many commercially-available software programs, although excellent programs, may not be acceptable for each individual teacher's classroom. One way to insure that software is not only acceptable but also targets…
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Graphics, Computer Software Development
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Slocum, Terry A.; Yoder, Stephen C. – Journal of Geography, 1996
Outlines reasons why computer programming should be taught to geographers. These include experience using macro (scripting) languages and sophisticated visualization software, and developing a deeper understanding of general hardware and software capabilities. Discusses the distinct advantages and few disadvantages of the programming language…
Descriptors: Cartography, Computer Assisted Instruction, Computer Graphics, Computer Interfaces
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Boyle, Tom; And Others – Computers and Education, 1994
Describes the design, implementation, and evaluation of a computer-assisted learning (CAL) package called CLEM (CORE Learning Environment for Modula-2) that was developed in Great Britain for teaching the Modula-2 programming language to first-year college students. Topics discussed include interactivity, flexibility, ease of use, student…
Descriptors: Academic Achievement, Computer Assisted Instruction, Computer Science Education, Computer System Design
Zafra, Amelia; Ventura, Sebastian – International Working Group on Educational Data Mining, 2009
The ability to predict a student's performance could be useful in a great number of different ways associated with university-level learning. In this paper, a grammar guided genetic programming algorithm, G3P-MI, has been applied to predict if the student will fail or pass a certain course and identifies activities to promote learning in a…
Descriptors: Foreign Countries, Programming, Academic Achievement, Grades (Scholastic)
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Liu, Xia; Liu, Lai C.; Koong, Kai S.; Lu, June – Journal of Education for Business, 2003
Analysis of 300 information technology job postings in two Internet databases identified the following skill categories: programming languages (Java, C/C++, and Visual Basic were most frequent); website development (57% sought SQL and HTML skills); databases (nearly 50% required Oracle); networks (only Windows NT or wide-area/local-area networks);…
Descriptors: Databases, Employment Qualifications, Higher Education, Information Systems
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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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Etelapelto, Anneli – Scandinavian Journal of Educational Research, 1993
In a study focusing on components of metacognition, 12 expert and 12 novice computer programmers were compared in terms of metacognitive knowledge and task-specific awareness. Results indicate that experts have a close interaction between metacognitive knowledge, task-specific awareness, and cognitive monitoring that is missing in novices. (SLD)
Descriptors: Cognitive Processes, Comprehension, Computer Software, Interaction
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McMullin, Lin – Mathematics Teacher, 1999
Uses vectors and programming with graphing calculators to analyze a ride in an amusement park (the "Scrambler") that has three long arms that revolve horizontally around a central post, at the end of which hang seats revolving in circles. (ASK)
Descriptors: Graphing Calculators, High Schools, Mathematics Activities, Mathematics Instruction
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Hiltunen, Jukka; Jarvinen, Esa-Matti – Journal of Industrial Teacher Education, 2000
Finnish fifth-graders (n=20) and sixth-graders (n=23) worked in teams in a Lego/Logo-Control Lab to complete Lego design activities. Observations showed that they became familiar with automation technology but their skills were not always up to their ideas. Activities based on real-life situations gave them ownership and engaged them in learning.…
Descriptors: Automation, Constructivism (Learning), Design, Elementary Education
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McKay, Elspeth – Journal of Applied Measurement, 2000
Studied the interactive effect of instructional strategies enhanced with text-plus-textual metaphors or text-plus-graphical metaphors and cognitive style on the acquisition of programming concepts using a measure of cognitive style and the QUEST Interactive Test Analysis System. Results for 203 undergraduates support the reliability of the…
Descriptors: Cognitive Style, Higher Education, Metaphors, Programming
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Dubinsky, Ed – Journal of Computers in Mathematics and Science Teaching, 1997
Reports on a study of students learning the concepts of universal and existential quantification in undergraduate mathematics courses in which the instruction was based on previous research into what it means to understand this concept. Concludes that, as a result of making the computer constructions, students will tend to make more effective…
Descriptors: Computer Uses in Education, Educational Technology, Higher Education, Mathematics Instruction
Stott, Nick – Micromath, 2001
Shares experiences of a project aimed at developing and refining programs written on a Casio FX9750G graphing calculator. Describes in detail some programs used to develop mental strategies and problem solving skills. (MM)
Descriptors: Classroom Research, Graphing Calculators, Mathematics Education, Programming
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Ginat, David – International Journal of Mathematical Education in Science and Technology, 2001
Presents an approach for illustrating, on an intuitive level, the significance of loop invariants for algorithm design and analysis. The illustration is based on mathematical games that require the exploration of regularities via problem-solving heuristics. (Author/MM)
Descriptors: Algorithms, Educational Games, Heuristics, Higher Education
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Feldman, Yishai A. – Journal on Educational Resources in Computing, 2005
Computer science students need to learn how to write high-quality software. An important methodology for achieving quality is design-by-contract, in which code is developed together with its specification, which is given as class invariants and method pre- and postconditions. This paper describes practical experience in teaching design-by-contract…
Descriptors: Teacher Effectiveness, Computer Software, Programming, Computer Science
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Baudry, Andreas; Bungenstock, Michael; Mertsching, Baerbel – International Journal on E-Learning, 2005
This article introduces the architecture and implementation of an authoring system capable of modular and standard compatible course development. This system enables the aggregation of learning objects into higher course structures and reuse in different learning scenarios. The concept of modular course development is based on the construction kit…
Descriptors: Management Systems, Programming, Curriculum Development, Learning Modules
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