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Murphy, Marianne C.; Sharma, Aditya; Seay, Cameron; McClelland, Marilyn K. – Information Systems Education Journal, 2010
As universities continually update and assess their curriculums, mainframe computing is quite often overlooked as it is often thought of as "legacy computer." Mainframe computing appears to be either uninteresting or thought of as a computer past its prime. However, both assumptions are leading to a shortage of IS professionals in the…
Descriptors: Computers, Computer Science Education, Information Science Education, Inclusion
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Lawler, James P.; Joseph, Anthony – Information Systems Education Journal, 2010
Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…
Descriptors: Computer Games, Simulated Environment, Teaching Methods, Graduate Students
Edgington, Jeffrey Michael – ProQuest LLC, 2010
Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. …
Descriptors: Video Technology, Computer Science Education, Fundamental Concepts, Investigations
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Whisenand, Thomas G.; Dunphy, Steven M. – Journal of Information Systems Education, 2010
The authors suggest using an alternative teaching methodology to impart knowledge regarding information systems phraseology and vocabulary. Specifically, a series of crossword puzzles or scrabbles are used to present information system (IS) terminology to students in an introductory business information systems course. The puzzle terms and answers…
Descriptors: Feedback (Response), Vocabulary Development, Introductory Courses, Educational Games
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Jarrahi, Mohammad Hossein – Behaviour & Information Technology, 2010
An understanding of the role of e-learning needs to be accompanied by a realisation of the variety of social dimensions in the innovation process. As most studies in this domain are typically context-independent, this research, building on structuration theory, seeks to investigate different interpretations and uses of course management systems…
Descriptors: Innovation, Electronic Learning, Information Systems, Educational Technology
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Rursch, Julie A.; Luse, Andy; Jacobson, Doug – IEEE Transactions on Education, 2010
The IT-Adventures program is dedicated to increasing interest in and awareness of information technology among high school students using inquiry-based learning focused on three content areas: cyber defense, game design programming, and robotics. The program combines secondary, post-secondary, and industry partnerships in educational programming,…
Descriptors: Inquiry, Service Learning, Active Learning, High School Students
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Merrick, K. E. – IEEE Transactions on Education, 2010
This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…
Descriptors: Introductory Courses, Course Content, Computers, Programming
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Dickey, Michele D. – International Journal of Art & Design Education, 2010
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game-related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of…
Descriptors: Computer Science, Computer Science Education, Multimedia Materials, Computers
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Katai, Zoltan; Toth, Laszlo – Teaching and Teacher Education: An International Journal of Research and Studies, 2010
Over the last decades more and more research has analysed relatively new or rediscovered teaching-learning concepts like blended, hybrid, multi-sensory or technologically enhanced learning. This increased interest in these educational forms can be explained by new exciting discoveries in brain research and cognitive psychology, as well as by the…
Descriptors: Learning Strategies, Programming, Brain, Educational Technology
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Monteserin, Ariel; Schiaffino, Silvia; Amandi, Analia – Computers & Education, 2010
In CSCL systems, students who are solving problems in group have to negotiate with each other by exchanging proposals and arguments in order to resolve the conflicts and generate a shared solution. In this context, argument construction assistance is necessary to facilitate reaching to a consensus. This assistance is usually provided with isolated…
Descriptors: Persuasive Discourse, Problem Solving, Cooperative Learning, Artificial Intelligence
Askar, Petek; Davenport, David – Online Submission, 2009
The purpose of this study was to examine the factors related to self-efficacy for Java programming among first year engineering students. An instrument assessing Java programming self-efficacy was developed from the computer programming self-efficacy scale of Ramalingam & Wiedenbeck. The instrument was administered at the beginning of the…
Descriptors: Self Efficacy, Correlation, Computer Literacy, Investigations
Simko, Marian; Bielikova, Maria – International Working Group on Educational Data Mining, 2009
To make learning process more effective, the educational systems deliver content adapted to specific user needs. Adequate personalization requires the domain of learning to be described explicitly in a particular detail, involving relationships between knowledge elements referred to as concepts. Manual creation of necessary annotations is in the…
Descriptors: Foreign Countries, Data Analysis, Individualized Instruction, Electronic Learning
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Adiguzel, Oktay C.; Cardak, Cigdem S. – Journal of Industrial Teacher Education, 2009
The purpose of this study was to evaluate the "Computer Technology and Programming" curriculum offered at vocational colleges with a focus on the goals of the curriculum and student thoughts. Document analysis and semi-structured interviews were conducted to gather the data. Results revealed that there were mainly four problematic issues…
Descriptors: Interviews, Programming, Foreign Countries, Vocational Education
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Kim, Seung Han; Jeon, Jae Wook – IEEE Transactions on Education, 2009
The purpose of the course presented here is to introduce freshmen to embedded systems using LEGO Mindstorms, under an ANSI-C programming environment. The students build their own LEGO robots, make programs for them using ANSI-C, and operate them. By creating these LEGO robots, the students become more motivated, learning the basic concepts of…
Descriptors: Foreign Countries, Instructional Effectiveness, Learning Strategies, Teaching Methods
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Cross, James H., II; Hendrix, T. Dean; Umphress, David A.; Barowski, Larry A.; Jain, Jhilmil; Montgomery, Lacey N. – ACM Transactions on Computing Education, 2009
jGRASP has three integrated approaches for interacting with its dynamic viewers for data structures: debugger, workbench, and text-based interactions that allow individual Java statements and expressions to be executed/evaluated. These approaches can be used together to provide a complementary set of interactions with the dynamic viewers. Data…
Descriptors: Textbooks, Interaction, Methods, Computer Science Education
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