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Showing 1 to 15 of 16 results Save | Export
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Tahir, Faiza; Mitrovic, Antonija; Sotardi, Valerie – Research and Practice in Technology Enhanced Learning, 2022
The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been shown in some studies to enhance engagement, motivation and learning outcomes in technology-supported learning environments. Although gamification research has matured, there are some shortcomings such as inconsistency in…
Descriptors: Recognition (Achievement), Credentials, Outcomes of Education, Programming Languages
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Teimourzadeh, Aria; Kakavand, Samaneh; Kakavand, Benjamin – Marketing Education Review, 2023
In the era of big data, many business organizations consider data analytics skills as important criteria in the acquisition of qualified applicants. As numerous managerial decisions in the field of marketing are becoming evidence-based, business schools have integrated case studies about different stages of data analytics such as problem…
Descriptors: Marketing, Teaching Methods, Programming Languages, Data Analysis
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Wang, Sabrina Luxin; Zhang, Anna Yinqi; Messer, Samuel; Wiesner, Andrew; Pearl, Dennis K. – Journal of Statistics and Data Science Education, 2021
This article describes a suite of student-created Shiny apps for teaching statistics and a field test of their short-term effectiveness. To date, more than 50 Shiny apps and a growing collection of associated lesson plans, designed to enrich the teaching of both introductory and upper division statistics courses, have been developed. The apps are…
Descriptors: Student Centered Learning, Teaching Methods, Statistics Education, Introductory Courses
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Troussas, Christos; Krouska, Akrivi; Sgouropoulou, Cleo – IEEE Transactions on Education, 2021
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers…
Descriptors: Undergraduate Students, Intelligent Tutoring Systems, Computer Science Education, Programming
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Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2018
Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tournament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this paper, the author shares his multi-year experience of…
Descriptors: Games, Computer Science Education, Programming, Programming Languages
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Chng, J. J. Kenneth; Patuwo, Michael Yudistira – Journal of Chemical Education, 2021
We described and ran a lesson plan for a build-your-own visible-range spectrophotometer undergraduate project as inspired by the research of Bougot-Robin, Imperial College London. Students were required to improve a basic Raspberry Pi spectrophotometer design and evaluate their improvements. Students learned firsthand how to manage instrumental…
Descriptors: Lesson Plans, Chemistry, Science Instruction, Spectroscopy
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Karakaya Cirit, Didem – International Journal of Contemporary Educational Research, 2022
This paper analyzed Scratch projects developed by undergraduate students. The sample consisted of 22 child development students (18 women and four men) in the 2018-2019 academic year. The study adopted an action research design within the scope of a course titled "Teaching Science and Mathematics in Preschool Education." The research was…
Descriptors: Coding, Preschool Education, Computer Science Education, Computer Software
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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
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Chen, Chen; Haduong, Paulina; Brennan, Karen A.; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2017
The impact of a novice programmer's first language on their subsequent achievement in further computing education has been the subject of much study in the field of computer science education. Our research is a retrospective study of more than 10,000 undergraduate students enrolled in CS1 (introduction to computer programming) from 118 US college…
Descriptors: Undergraduate Students, Computer Science Education, Novices, Programming
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Maranga, Jemar Jude A.; Matugas, Leilla Keith J.; Lim, Jorge Frederick W.; Romana, Cherry Lyn C. Sta. – International Association for Development of the Information Society, 2019
Teaching an introductory programming course to an average of 40 students while monitoring their performance can be a challenge for instructors. Preparing coding exercises with test cases and checking students' programs can prove to be time consuming at times. Moreover, programming has been known to be quite difficult for students to learn. To…
Descriptors: Online Courses, Programming Languages, Introductory Courses, Computer Science Education
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Prasetya, Didik Dwi; Wibawa, Aji Prasetya; Hirashima, Tsukasa; Hayashi, Yusuke – Electronic Journal of e-Learning, 2020
Blended learning is a hybrid of traditional face-to-face and different types of online learning services. Blended learning offers synchronous and asynchronous learning experiences that combine the conveniences of online courses while maintaining in-person contact. Blended learning addresses the needs of students who are unable to attend classes…
Descriptors: Instructional Design, Blended Learning, Online Courses, Teaching Methods
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Wang, Yanqing; Liang, Yaowen; Liu, Luning; Liu, Ying – Interactive Learning Environments, 2016
Multi-peer assessment has often been used by teachers to reduce personal bias and make the assessment more reliable. This study reviews the design and development of multi-peer assessment systems that detect and solve two common issues in such systems: non-consensus among group members and personal radicalness in some assessments. A multi-peer…
Descriptors: Peer Evaluation, Programming Languages, Computer Science Education, Bias
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Shi, Nianfeng; Cui, Wen; Zhang, Ping; Sun, Ximing – Journal of Educational Computing Research, 2018
This research applies the roles of variables to the novice programmers in the C language programming. The results are evaluated using the Structure of Observed Learning Outcomes (SOLO) taxonomy. The participants were divided into an experimental group and a control group. The students from the control group learned programming in the traditional…
Descriptors: Computer Science Education, Programming, Programming Languages, Novices
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Simon, DeShea; Jackson, Kanata – World Journal of Education, 2015
This study examined the perspectives on academic preparation and job skill needs of Information Systems program graduates from an Eastern state in the US. A historical review of the literature surrounding information systems skill requirements was conducted for this study, to provide an understanding of the changes in information systems over the…
Descriptors: Information Systems, Majors (Students), College Graduates, Undergraduate Students
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