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Masyithoh Md Zuber; Mohd Asyraf Mansor – International Society for Technology, Education, and Science, 2024
Integrating programming into education is perceived to provide students with a distinct perspective on learning. In addition to enhancing the appeal of studying, it provides students to delve into many educational subjects. Therefore, this research aims to examine the perceptions among mathematics educators at the elementary level regarding the…
Descriptors: Programming, Teacher Attitudes, Mathematics Teachers, Elementary School Teachers
Hongxin Yan; Fuhua Lin; Kinshuk – Canadian Journal of Learning and Technology, 2024
Online higher education provides exceptional flexibility in learning but demands high self-regulated learning skills. The deficiency of self-regulated learning skills in many students highlights the need for support. This study introduces a confidence-based adaptive practicing system as an intelligent assessment and tutoring solution to enhance…
Descriptors: Self Management, Online Courses, Intelligent Tutoring Systems, Technology Uses in Education
Somyürek, Sibel; Brusilovsky, Peter; Guerra, Julio – Research and Practice in Technology Enhanced Learning, 2020
Research has demonstrated that people generally think both their knowledge and performance levels are greater than they are. Although several studies have suggested that knowledge and progress visualization offered by open learner modeling (OLM) technology might influence students' self-awareness in a positive way, insufficient evidence exists to…
Descriptors: Knowledge Level, Self Evaluation (Individuals), Self Concept, College Students
Tomic, Bojan; Jovanovic, Jelena; Milikic, Nikola; Devedžic, Vladan; Dimitrijevic, Sonja; Ðuric, Dragan; Ševarac, Zoran – British Journal of Educational Technology, 2019
Well-developed programming (technical) skills are very important for software engineers, information systems engineers and programmers in general. However, they must also possess relevant personal skills (soft skills) to be successful at the workplace (eg, collaboration, solving real-world problems and communication). The latter, however, are…
Descriptors: Programming, Computer Software, Skill Development, Student Motivation
Ennouamani, Soukaina; Mahani, Zouhir; Akharraz, Laila – Education and Information Technologies, 2020
To date, the growth usage of mobile technologies and devices as well as the ubiquitous wireless communication have led to the development of new systems and applications in many fields and areas including education. This technological progress can be used to facilitate the students' lives by creating smart and personalized solutions considering…
Descriptors: Management Systems, Telecommunications, Handheld Devices, Computer Software
Akgunduz, Devrim; Mesutoglu, Canan – Science Education International, 2021
The goals of this study were to investigate technical and vocational education (TVET) teachers' progress in their knowledge, perceptions, and competencies related to Industry 4.0 components and Science, Technology, Engineering, and Mathematics (STEM) within the context of a professional development program. A case study design was followed to…
Descriptors: STEM Education, Vocational Education, Vocational Education Teachers, Industry
Strawhacker, Amanda; Bers, Marina U. – International Journal of Technology and Design Education, 2015
In recent years, educational robotics has become an increasingly popular research area. However, limited studies have focused on differentiated learning outcomes based on type of programming interface. This study aims to explore how successfully young children master foundational programming concepts based on the robotics user interface (tangible,…
Descriptors: Robotics, Kindergarten, Young Children, Technology Uses in Education
Jenson, Jennifer; Droumeva, Milena – E-Learning and Digital Media, 2017
An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While…
Descriptors: Technological Literacy, Media Literacy, Middle School Students, Student Surveys
Pepper, Stephanie Puckett – Forum on Public Policy Online, 2015
Increasingly, technology plays an important role in the daily lives of children, both at home and at school. Making informed decisions about the wise application and frequency of technology and media use can be both challenging and overwhelming for parents, caregivers and educators. Many issues surround the unwise use of technology and media by…
Descriptors: Technology Uses in Education, Infants, Children, Parent Role
Jaipal-Jamani, Kamini; Angeli, Charoula – Journal of Science Education and Technology, 2017
The current impetus for increasing STEM in K-12 education calls for an examination of how preservice teachers are being prepared to teach STEM. This paper reports on a study that examined elementary preservice teachers' (n = 21) self-efficacy, understanding of science concepts, and computational thinking as they engaged with robotics in a science…
Descriptors: STEM Education, Elementary Secondary Education, Preservice Teacher Education, Elementary School Teachers
Mather, Richard – Research in Learning Technology, 2015
A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…
Descriptors: Mixed Methods Research, Programming, Cooperative Learning, Technology Uses in Education
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
Chan, Pat P. W. – International Association for Development of the Information Society, 2014
With the advancement of information and communication technology, collaboration and knowledge sharing through technology is facilitated which enhances the learning process and improves the learning efficiency. The purpose of this paper is to review the methods of assessment and strategy of collaboration and knowledge sharing in a computer course,…
Descriptors: Information Technology, Access to Information, Technology Uses in Education, Evaluation Methods
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2021
For the forty-fourth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with…
Descriptors: Educational Technology, Technology Uses in Education, Computer Mediated Communication, Video Technology
Holm, Jennifer, Ed.; Mathieu-Soucy, Sarah, Ed. – Canadian Mathematics Education Study Group, 2019
In June 2018 the Canadian Mathematics Education Study Group/Groupe Canadien d'étude en didactique des mathématiques (CMESG/GCEDM) held its 42nd meeting in the idyllic setting of Squamish, British Columbia. This meeting marked the first time CMESG/GCEDM had been in British Columbia since 2010 and the first time it had been held at Quest University.…
Descriptors: Mathematics Education, Mathematics Teachers, Teaching Methods, Interdisciplinary Approach
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