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Showing 721 to 735 of 6,331 results Save | Export
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Cronquist, Björn; Fridberg, Marie; Redfors, Andreas – Teaching Science, 2022
Coping with a virtual and abstract reality has become part of everyday life. Therefore, perceptions of what will constitute everyday life experiences for future generations are next to impossible to predict. One way of preparing young children for such a future is the implementation of teaching towards digital competence in curricula around the…
Descriptors: Robotics, Young Children, Technology Uses in Education, Digital Literacy
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Tavares, Paula Correia; Gomes, Elsa Ferreira; Henriques, Pedro Rangel; Vieira, Diogo Manuel – Open Education Studies, 2022
Computer Programming Learners usually fail to get approved in introductory courses because solving problems using computers is a complex task. The most important reason for that failure is concerned with motivation; motivation strongly impacts on the learning process. In this paper we discuss how techniques like program animation, and automatic…
Descriptors: Learner Engagement, Programming, Computer Science Education, Problem Solving
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Hopcan, Sinan; Polat, Elif; Albayrak, Ebru – Education and Information Technologies, 2022
Programming knowledge is more important than ever in the digital world. However, teaching programming can be challenging, especially with novice learners. Considerable research has been conducted into the most effective methods for teaching programming. Extreme apprenticeship, a variation of cognitive apprenticeship, is a method that has been used…
Descriptors: Programming, Apprenticeships, Flipped Classroom, Conventional Instruction
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Gordillo, Aldo; Lopez-Fernandez, Daniel; Tovar, Edmundo – IEEE Transactions on Education, 2022
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional…
Descriptors: Computer Software, Video Games, Game Based Learning, Program Effectiveness
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Veerasamy, Ashok Kumar; Laakso, Mikko-Jussi; D'Souza, Daryl – Informatics in Education, 2022
Previous studies have proposed many indicators to assess the effect of student engagement in learning and academic achievement but have not yet been clearly articulated. In addition, while student engagement tracking systems have been designed, they rely on the log data but not on performance data. This paper presents results of a non-machine…
Descriptors: Formative Evaluation, Educational Indicators, Learner Engagement, At Risk Students
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Yang, Weipeng; Ng, Davy Tsz Kit; Gao, Hongyu – British Journal of Educational Technology, 2022
Programmable robotics is recently used in early childhood education (ECE) to introduce programming and computational thinking (CT) skills. However, there is a further need for research to contrast the efficacy of children's participation in robot programming and traditionally beneficial ECE activities. The present study thus investigated the…
Descriptors: Kindergarten, Young Children, Robotics, Programming
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Shen, Ji; Chen, Guanhua; Barth-Cohen, Lauren; Jiang, Shiyan; Eltoukhy, Moataz – Journal of Research on Technology in Education, 2022
Computational thinking (CT) has been advocated as an essential problem solving skill students need to develop. Emphasizing on CT applied in both programming and everyday contexts, we developed a humanoid robotics curriculum and a computerized assessment instrument. We implemented the curriculum with six classes of 125 fifth graders. Quantitative…
Descriptors: Elementary School Students, Grade 5, Computation, Thinking Skills
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Fidan, Ayça; Sengel, Erhan – Journal of Educational Technology and Online Learning, 2022
Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students' opinions on gamification and on activities that were carried out to create a rich instructional…
Descriptors: Preservice Teachers, Teacher Attitudes, Gamification, Student Motivation
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Boom, Kay-Dennis; Bower, Matt; Siemon, Jens; Arguel, Amaël – Education and Information Technologies, 2022
Computational thinking -- the ability to reformulate and solve problems in ways that can be undertaken by computers -- has been heralded as a foundational capability for the 21st Century. However, there are potentially different ways to conceptualise and measure computational thinking, for instance, as generalized problem solving capabilities or…
Descriptors: Computation, Thinking Skills, Problem Solving, Programming
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Xie, Weiguo; Davis, Richard A. – Chemical Engineering Education, 2022
A chemical engineering analysis course was modified to include analytics with advanced numerical methods. The course uses the MATLAB computational environment to develop student programming, modeling, analytics, and optimization skills. Case studies reinforce MATLAB, numerical methods, and advanced optimization skills. Students reported confidence…
Descriptors: Chemical Engineering, Computation, Programming, Mathematical Models
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Kilic, Abdullah Faruk; Uysal, Ibrahim – International Journal of Assessment Tools in Education, 2022
Most researchers investigate the corrected item-total correlation of items when analyzing item discrimination in multi-dimensional structures under the Classical Test Theory, which might lead to underestimating item discrimination, thereby removing items from the test. Researchers might investigate the corrected item-total correlation with the…
Descriptors: Item Analysis, Correlation, Item Response Theory, Test Items
Mohammad Mahdi Amanzadeh – ProQuest LLC, 2022
The overarching theme of this research project is to build a machine-accessible and mathematically precise abstraction of human body movement through experiments in programming an articulated puppet that imitates the human body structure and mobility within a "Real-Time Interactive Computer Animation" (RTICA). Human movement has been the…
Descriptors: Motion, Human Body, Programming, Man Machine Systems
Sean Michael Kross – ProQuest LLC, 2022
Data science encompasses the most prominent collection of methods for creating scientific knowledge in the 21st century. Currently, data scientists must navigate a wide-ranging and often incoherent ecosystem of tools, in addition to organizing sociotechnical interactions with colleagues across many fields of expertise. This predicament motivates…
Descriptors: Data Science, Computer Software, Interpersonal Relationship, Expertise
Terrell K. Glenn – ProQuest LLC, 2022
Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both…
Descriptors: Design, Internet, Simulated Environment, Cooperation
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Aloys Iyamuremye; Ezechiel Nsabayezu; Jean Claude Habimana – Discover Education, 2022
The present study explores teachers' conception and reflection of computer programming with a Scratch in terms of technological and pedagogical aspects. A mixed research approach specifically sequential explanatory research design was used to collect quantitative and qualitative data. The population was comprised of two hundred and four in-service…
Descriptors: Secondary School Teachers, Teacher Attitudes, Programming, Mathematics Teachers
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