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Showing 1 to 15 of 23 results Save | Export
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Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
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Korucu, Agâh T.; Bicer, Hüsniye – International Technology and Education Journal, 2020
In this study, the purpose of which was to examine the attitudes of middle school students towards robotic coding, the attitudes of students towards robotic coding were discussed in terms of different variables. The research group consists of 120 secondary school students studying in the 7th and 8th grades of public schools in the central district…
Descriptors: Middle School Students, Grade 7, Grade 8, Student Attitudes
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Ibrahim Bastug; Kagan Kircaburun – Journal of Pedagogical Research, 2017
In recent years, the number of students who have chosen computer science related undergraduate departments has decreased rapidly. Moreover, students who prefer computer science and programming departments appear to be unsuccessful in programming classes due to the complexity and frustrating difficulties of programming learning. One of the…
Descriptors: Student Attitudes, Programming, Computer Science Education, Middle School Students
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Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin – IEEE Transactions on Education, 2017
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word…
Descriptors: Teaching Methods, Workshops, Models, Adolescents
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Lucas, Adam R. – PRIMUS, 2012
"WeBWorK," an online homework system, can be be used to deliver daily reading questions to students. The author studied its use for this purpose with a lower division Introduction to Programming course and an upper division Probability and Statistics course. In the lower division course, "WeBWorK" significantly improved peer…
Descriptors: Homework, Student Attitudes, Active Learning, Grading
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Aasheim, Cheryl L.; Rutner, Paige S.; Li, Lixin; Williams, Susan R. – Journal of Information Systems Education, 2012
This paper examines student attitudes towards a number of behaviors which range from acceptable means of seeking help on assignments to unacceptable behaviors such as copying from another student or paying someone to complete an assignment. Attitudes regarding such behaviors are compared based on the type of assignment (programming assignment,…
Descriptors: Internet, Feedback (Response), Information Systems, Student Surveys
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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
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Anderson, Terry; Poellhuber, Bruno; McKerlich, Ross – Online Journal of Distance Learning Administration, 2010
Social networking and communications tools have become widely used in entertainment and social applications and there is growing interest in their use in formal education applications. Distance education and especially those types that are based on self-paced programming models may be the biggest beneficiaries of the use of these new tools to…
Descriptors: Undergraduate Students, Distance Education, Computer Software, Programming
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Ertl, Bernhard; Helling, Kathrin – Journal of Educational Computing Research, 2011
This article deals with gender phenomena in the context of digital literacy. Studies show that computer use, computer skills, and computer-related self-concepts are subject to gender differences. These differences may affect classroom interactions as well as learning processes and have therefore to be considered carefully by teachers who apply…
Descriptors: Student Attitudes, Computer Uses in Education, Gender Differences, Sex Fairness
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Wang, Shouhong; Wang, Hai – Journal of Information Systems Education, 2011
Given the emergence of service-oriented architecture, IS students need to be knowledgeable of multiple server-side computer programming languages to be able to meet the needs of the job market. This paper outlines the pedagogy of an innovative course of multiple server-side computer languages for the undergraduate IS majors. The paper discusses…
Descriptors: Labor Market, Teaching Methods, Undergraduate Study, Course Descriptions
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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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McLaren, Susan V. – International Journal of Technology and Design Education, 2012
This paper describes an action research, school situated project conducted with partnership funding from Learning and Teaching Scotland, Scottish Qualifications Authority and Becta, the UK government's agency for communications technology in education. Based on "e-scape" (e-solutions for creative assessment in portfolio environments),…
Descriptors: Foreign Countries, Evidence, Feedback (Response), Program Effectiveness
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Glotzbach, Ronald J.; Mohler, James L.; Radwan, Jaime E. – Journal of Interactive Media in Education, 2009
Today's post-secondary students are technologically savvy and they expect faculty to use myriad web technologies for course delivery. This includes taking advantage of email, course web sites, and online learning communities. However, expectations now also include RSS, blogs, web- and pod-casting, extending the classroom experience to provide…
Descriptors: Web Sites, Electronic Publishing, Internet, Distance Education
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Alepis, Efthymios; Virvou, Maria – Online Submission, 2010
Mobile computing facilities may provide many assets to the educational process. Mobile technology provides software access from anywhere and at any time, as well as computer equipment independence. The need for time and place independence is even greater for medical instructors and medical students. Medical instructors are usually doctors that…
Descriptors: Foreign Countries, Educational Technology, Medical Education, Medical Students
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