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Han, Feifei; Ellis, Robert A.; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2022
This article uses digital traces to help identify students' online learning strategies by making a clear distinction between the descriptive features (the proportional distribution of students' different online learning actions) and quantitative aspects (the total number of the online learning sessions), a distinction that has not been properly…
Descriptors: Electronic Learning, Learning Strategies, Student Behavior, Educational Environment
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Ellis, Robert A.; Han, Feifei; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2019
Collaboration is an increasingly important and difficult skill for graduate engineers to develop. While universities provide some measures of collaboration ability of students on graduation, there is still some dissatisfaction with the level of preparedness of students for collaborative activity in the workplace. This paper presents a case study…
Descriptors: Engineering Education, College Freshmen, Blended Learning, Cooperation
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Tempelaar, Dirk T.; Rienties, Bart; Nguyen, Quan – IEEE Transactions on Learning Technologies, 2017
Studies in the field of learning analytics (LA) have shown students' demographics and learning management system (LMS) data to be effective identifiers of "at risk" performance. However, insights generated by these predictive models may not be suitable for pedagogically informed interventions due to the inability to explain why students…
Descriptors: Student Behavior, Integrated Learning Systems, Personality, Educational Research
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Bañeres, David; Clarisó, Robert; Jorba, Josep; Serra, Montse – IEEE Transactions on Learning Technologies, 2014
The synthesis of digital circuits is a basic skill in all the bachelor programmes around the ICT area of knowledge, such as Computer Science, Telecommunication Engineering or Electrical Engineering. An important hindrance in the learning process of this skill is that the existing educational tools for the design of circuits do not allow the…
Descriptors: Electronics, Design, Program Validation, Electronic Learning
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
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Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F. – IEEE Transactions on Learning Technologies, 2013
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
Descriptors: Computer Networks, Concept Teaching, Science Process Skills, Teaching Methods