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Saxena, Nitin Kumar; Chauhan, Bhavesh Kumar; Gouri, Sonia; Kumar, Ashwani; Gupta, Anmol – IEEE Transactions on Education, 2023
Contribution: The proposed work carries out the training and testing of the available data through an artificial neural network and develops a model to allocate the subject for maximum outcome. The system also provides percentagewise correlation among all the possible subjects of best fit to allocate among the faculty members. Background: Data…
Descriptors: Knowledge Management, Artificial Intelligence, Higher Education, Information Technology
Baldassarre, Maria Teresa; Caivano, Danilo; Dimauro, Giovanni; Gentile, Enrica; Visaggio, Giuseppe – IEEE Transactions on Education, 2018
This paper examines the cloud computing for education (CCE) literature, and analyzes if the research is developing scientifically with adequate empirical validation. All aspects of empirical investigations covered in the literature are shown as weak, hence, the necessary scientific development of CCE requires extending its scope of interest, and…
Descriptors: Computer Software, Teaching Methods, Educational Research, Research Needs
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Gomez-Sacristan, Angel; Sempere-Paya, Victor M.; Rodriguez-Hernandez, Miguel A. – IEEE Transactions on Education, 2016
Teaching in university engineering departments is currently facing a number of challenges, especially for those involved in the most innovative and dynamic areas of information and communication technology. Learning model developments that place greater weight on laboratory activities require investment in specific equipment that is often very…
Descriptors: Engineering Education, Computer Simulation, Laboratories, Computer Uses in Education
Anicic, Katarina Pažur; Divjak, Blaženka; Arbanas, Krunoslav – IEEE Transactions on Education, 2017
The information and communications technology (ICT) industry is making important contributions to economic growth both locally and globally. There is a high demand for ICT professionals that higher education institutions are still struggling to meet. An effective literature review is an important part of understanding the existing findings and…
Descriptors: Computer Science Education, Information Technology, Education Work Relationship, Demand Occupations
Thompson, Dale R.; Di, Jia; Daugherty, Michael K. – IEEE Transactions on Education, 2014
The future cyber security workforce needs radio frequency identification (RFID) information systems security (INFOSEC) and threat modeling educational materials. A complete RFID security course with new learning materials and teaching strategies is presented here. A new RFID Reference Model is used in the course to organize discussion of RFID,…
Descriptors: Radio, Information Technology, Identification, Telecommunications
Rodriguez-Sanchez, M. C.; Torrado-Carvajal, Angel; Vaquero, Joaquin; Borromeo, Susana; Hernandez-Tamames, Juan A. – IEEE Transactions on Education, 2016
This paper presents a case study analyzing the advantages and disadvantages of using project-based learning (PBL) combined with collaborative learning (CL) and industry best practices, integrated with information communication technologies, open-source software, and open-source hardware tools, in a specialized microcontroller and embedded systems…
Descriptors: Case Studies, Cooperative Learning, Engineering Education, Academic Achievement
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Devedzic, V.; Milenkovic, S. R. – IEEE Transactions on Education, 2011
This paper describes the authors' experience of teaching agile software development to students of computer science, software engineering, and other related disciplines, and comments on the implications of this and the lessons learned. It is based on the authors' eight years of experience in teaching agile software methodologies to various groups…
Descriptors: Computer Software, Computer Science, Engineering, College Faculty
Battisti, F.; Boato, G.; Carli, M.; Neri, A. – IEEE Transactions on Education, 2011
Low-cost personal computers, wireless access technologies, the Internet, and computer-equipped classrooms allow the design of novel and complementary methodologies for teaching digital information security in electrical engineering curricula. The challenges of the current digital information era require experts who are effectively able to…
Descriptors: Foreign Countries, Computers, Computer Networks, Telecommunications
Hernando, M.; Galan, R.; Navarro, I.; Rodriguez-Losada, D. – IEEE Transactions on Education, 2011
After 10 years of organizing the Cybertech robotics competition, this paper presents this unique and innovative educational experience of teaching engineering at Universidad Politecnica de Madrid (UPM), Spain. Cybertech is not only a well-known robotic contest in Spain due to the "Robotaurus" bullfighting, but is also a whole academic…
Descriptors: Foreign Countries, Robotics, Instructional Innovation, Interdisciplinary Approach
Bunting, C. F.; Cheville, R. A. – IEEE Transactions on Education, 2009
A two-course sequence in electromagnetics (EM) was developed in order to address a perceived lack of student learning and engagement observed in a traditional, lecture-based EM course. The two-course sequence is named VECTOR: Vitalizing Electromagnetic Concepts To Obtain Relevance. This paper reports on the first course of the sequence. VECTOR…
Descriptors: Student Attitudes, Active Learning, Lecture Method, Engineering Education