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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Toews, Carl – PRIMUS, 2017
Inquiry-based pedagogies have a strong presence in proof-based undergraduate mathematics courses, but can be difficult to implement in courses that are large, procedural, or highly computational. An introductory course in statistics would thus seem an unlikely candidate for an inquiry-based approach, as these courses typically steer well clear of…
Descriptors: Computation, Inquiry, Introductory Courses, Statistics
Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
Vágner, Anikó – Acta Didactica Napocensia, 2015
The article introduces an application which supports the education of database systems, particularly the teaching of SQL and PL/SQL in Oracle Database Management System environment. The application has two parts, one is the database schema and its content, and the other is a C# application. The schema is to administrate and store the tasks and the…
Descriptors: Computer Software Reviews, Courseware, Databases, Database Management Systems
He, Wu; Kshirsagar, Ashish; Nwala, Alexander; Li, Yaohang – Journal of Information Systems Education, 2014
In recent years, there has been a significant increase in the demand from professionals in different areas for improving the curricula regarding information security. The use of authentic case studies in teaching information security offers the potential to effectively engage students in active learning. In this paper, the authors introduce the…
Descriptors: Information Security, Case Studies, Teaching Methods, Active Learning
Henry, Paul; Semple, Hugh – Journal of Geography, 2012
GIS has shown promise in Project Based Learning (PBL) environments, but many obstacles exist in its integration into school curriculums. This article discusses the development and utilization of an online GIS tool that was created to illustrate that the perceptual gap between relevance and ease of use of GIS software can be bridged at the K-12…
Descriptors: Middle School Students, Earth Science, Computer Software, Active Learning
Regueras, L. M.; Verdu, E.; Munoz, M. F.; Perez, M. A.; de Castro, J. P.; Verdu, M. J. – IEEE Transactions on Education, 2009
Over the last few years, most of the attempts to introduce active learning methodologies in the classroom have made use of Information and Communication Technology (ICT). Many of these efforts have been directed to collaborative scenarios used in remote, blended or face-to-face experiences, in order to take advantage of the flexibility provided by…
Descriptors: Electronic Learning, Cooperative Learning, Active Learning, Telecommunications
Keefe, Thomas – 2003
Since 1999, and as part of an Ameritech grant, the author has systematically investigated use of streaming media to enhance face-to-face classes. Technology invites experimentation but raises questions about such things as student acceptance, student use, academic performance, and what to do with class time when lectures are put online. Students…
Descriptors: Active Learning, Computer Mediated Communication, Courseware, Distance Education