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Showing 1 to 15 of 32 results Save | Export
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Bolloju, Narasimha – ACM Transactions on Computing Education, 2022
Domain models in software engineering--often represented as class diagrams--depict relevant classes in a given problem domain along with necessary relationships among those classes. These models are important because they establish links between the requirements of a given system under development and the subsequent phases of the systems…
Descriptors: Models, Computer Software, Student Attitudes, Cooperation
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Turhan, Cigdem; Akman, Ibrahim; Hacaloglu, Tuna – Interactive Learning Environments, 2022
The instructors generally utilize conventional methods in teaching software engineering courses, where the students are provided theoretical knowledge based on text books or lecture notes. Usage of collaborative tools may be a solution to the problems of not practicing the depth of the components of the subject. This study proposes the usage of a…
Descriptors: Computer Mediated Communication, Computer Software, Computer Science Education, Cooperation
Fatimah S. Alawbathani – ProQuest LLC, 2024
This study investigated the graduate students' perceptions toward using cloud technology in their learning and how they use cloud technology in education. A qualitative case study was conducted to attain the study's objectives. The data was collected by interviewing a purposeful sample consisting of 10 participants, Ph.D. students in the…
Descriptors: Student Attitudes, Computer Attitudes, Internet, Computer Software
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Salah Zogheib – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to explore factors influencing engineering students' acceptance of the Google Classroom platform in communication skills courses to ensure more active engagement and better performance. Background: In response to the underutilization and hesitancy in adopting educational technologies, this study investigates the…
Descriptors: Learning Experience, Engineering Education, Computer Software, Computer Mediated Communication
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Houghton, Tony; Lavicza, Zsolt; Diego-Mantecón, Jose Manuel; Fenyvesi, Kristof; Weinhandl, Robert; Rahmadi, Imam Fitri – Journal of Technology and Science Education, 2022
Collaborative Problem Solving (CPS) has been widely used in both industry and in schools over at least the last twenty years. The Industry Hothousing variant of CPS is an intensive, time-constrained workshop-based process to build mutual trust between customers and industry experts in order to synergically develop creative solutions. The main…
Descriptors: Cooperation, Problem Solving, Cooperative Learning, Industry
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Krehbiel, Timothy C.; Salzarulo, Peter A.; Cosmah, Michelle L.; Forren, John; Gannod, Gerald; Havelka, Douglas; Hulshult, Andrea R.; Merhout, Jeffrey – Journal of Effective Teaching, 2017
A group of faculty members representing six colleges at a public university formed a learning community to study the Agile Way of Working--a method of workplace collaboration widely used in software development--and to determine whether the concepts, practices, and benefits of Agile are applicable to higher education settings. After more than two…
Descriptors: College Faculty, Teaching Methods, Teacher Effectiveness, Computer Software
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Chen, Kuanchin; Rea, Alan – Journal of Information Systems Education, 2018
Agile methods and approaches such as eXtreme programming (XP) have become the norm for successful organizations not only in the software industry but also for businesses seeking to improve internal software processes. Pair programming in some form is touted as a major functionality and productivity improvement. However, numerous studies show that…
Descriptors: Computer Software, Programming, Coding, Information Systems
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Zarzosa, Jennifer – Marketing Education Review, 2018
This article seeks to address the gap between marketing education and marketing practice by integrating a design-thinking (DT) methodology to the marketing research (MR) framework to achieve learning objectives that will enhance cross-functional, collaborative, conceptual, and technical skills. The mobile application marketing research project…
Descriptors: Interdisciplinary Approach, Marketing, Teaching Methods, Educational Objectives
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Davies, Renaud Jonathan – JALT CALL Journal, 2019
In this exploratory study, the author examines both students' and teachers' perceptions of Moxtra, a cross-platform cloud collaboration service, as a blended learning tool in a language course. Participants were 242 first-year students studying General English and 8 teachers at the Bunkyo English Communication Centre (BECC) at Hiroshima Bunkyo…
Descriptors: Teacher Attitudes, Student Attitudes, Universities, Foreign Countries
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Biasutti, Michele – Educational Technology & Society, 2015
The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose music collaboratively. The participants interacted online by using synchronous and asynchronous resources to develop a project in which they composed a new music piece in collaboration. After the learning sessions, individual…
Descriptors: Foreign Countries, Electronic Learning, Musical Composition, Cooperation
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Liu, Sarah Hsueh-Jui; Lan, Yu-Ju – Educational Technology & Society, 2016
This study reports on the differences in motivation, vocabulary gain, and perceptions on using or the Google Docs between individual and collaborative learning at a tertiary level. Two classes of English-as-a-Foreign Language (EFL) students were recruited and each class was randomly assigned into one of the two groups--individuals or…
Descriptors: Web Based Instruction, Constructivism (Learning), Web 2.0 Technologies, Student Motivation
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Martin, Taylor; Berland, Matthew; Benton, Tom; Smith, Carmen Petrick – Journal of Interactive Learning Research, 2013
In this paper, we present two studies examining how high school students learn to program in a mobile, social programming environment that we have developed and deployed ("IPRO"). IPRO is delivered, with an associated curriculum, as an iPod Touch app and is freely and publicly available. We find that the affordances of mobility and…
Descriptors: High School Students, Programming, Cooperation, Mobility
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Keengwe, Jared, Ed.; Mbae, Justus G., Ed.; Ngigi, Simon K., Ed. – IGI Global, 2015
The increasing internationalization of today's classrooms calls for learning institutions to prepare students for success in an interdependent and technologically-advanced world. Faculty who are competent in multiple 21st century skills are best equipped to engage students in curricula that are relevant, transformative, and engaging across content…
Descriptors: Global Approach, Literacy, Technology Uses in Education, Educational Technology
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El-Seoud, M. Samir Abou; El-Sofany, Hosam F.; Taj-Eddin, Islam A. T. F.; Nosseir, Ann; El-Khouly, Mahmoud M. – Higher Education Studies, 2013
The information technology educational programs at most universities in Egypt face many obstacles that can be overcome using technology enhanced learning. An open source Moodle eLearning platform has been implemented at many public and private universities in Egypt, as an aid to deliver e-content and to provide the institution with various…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Integrated Learning Systems
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