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Erik Hombre Cuevas; Daniel Zaldivar; Marco Perez – International Journal of Information and Communication Technology Education, 2025
The integration of various programming languages into the undergraduate engineering curriculum often occurs without adequate evaluation of their effectiveness within specific disciplines. Recently, Python and MATLAB have garnered significant attention as preferred languages for teaching subjects such as image processing and computer vision.…
Descriptors: Influence of Technology, Technology Uses in Education, Programming Languages, Academic Achievement
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
Simpkins, N. K. – International Journal of Information and Communication Technology Education, 2014
This article reports an investigation into undergraduate student experiences and views of a visual or "blocks" based programming language and its environment. An additional and central aspect of this enquiry is to substantiate the perceived degree of transferability of programming skills learnt within the visual environment to a typical…
Descriptors: Programming Languages, Programming, Undergraduate Students, Computer Science 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
Stav, John B.; Tsalapatas, Hariklia – Electronic Journal of e-Learning, 2004
NS-eCMS is developing an open web-based content management, communication, and collaboration eLearning platform that addresses the specialized requirements for distance education in natural sciences. The federated architecture enables straightforward development, exchange, and publication of material through open standards like XML/MathML. The…
Descriptors: Electronic Learning, Natural Sciences, Distance Education, Technology Uses in Education