Publication Date
| In 2026 | 0 |
| Since 2025 | 268 |
| Since 2022 (last 5 years) | 1478 |
| Since 2017 (last 10 years) | 3006 |
| Since 2007 (last 20 years) | 4856 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 258 |
| Practitioners | 183 |
| Students | 53 |
| Administrators | 32 |
| Researchers | 24 |
| Media Staff | 18 |
| Parents | 11 |
| Policymakers | 11 |
| Community | 3 |
| Counselors | 1 |
| Support Staff | 1 |
| More ▼ | |
Location
| Turkey | 199 |
| Taiwan | 107 |
| United Kingdom | 107 |
| Australia | 105 |
| China | 93 |
| Canada | 71 |
| Spain | 71 |
| California | 58 |
| Sweden | 58 |
| Germany | 54 |
| Finland | 52 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards with or without Reservations | 2 |
Chen, Hsinchun; Li, Xin; Chau, M.; Ho, Yi-Jen; Tseng, Chunju – IEEE Transactions on Education, 2009
With the advent of the World Wide Web, many business applications that utilize data mining and text mining techniques to extract useful business information on the Web have evolved from Web searching to Web mining. It is important for students to acquire knowledge and hands-on experience in Web mining during their education in information systems…
Descriptors: Class Activities, Information Systems, Internet, Computer Science Education
Ritzhaupt, Albert D. – ACM Transactions on Computing Education, 2009
This article provides an overview of the challenges in implementing a game development course with limited resources in computing curricula. An approach to a holistic game development course is outlined in terms of its organization, software, and instructional methods. The course had 23 students enrolled in its first offering and was…
Descriptors: Educational Strategies, Reliability, Cooperative Learning, Teaching Methods
Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
Sancho-Thomas, Pilar; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Computers & Education, 2009
University courses about computer programming usually seek to provide students not only with technical knowledge, but also with the skills required to work in real-life software projects. Nowadays, the development of software applications requires the coordinated efforts of the members of one or more teams. Therefore, it is important for software…
Descriptors: Constructivism (Learning), Dropout Rate, Computer Assisted Instruction, Problem Based Learning
Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Peer reviewedLiu, Min – Journal of Educational Computing Research, 1998
Describes a study that examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. Highlights include Logo programming language; the Torrance Tests of Creativity Thinking; performance assessment; interviews and observations; ability levels; collaborative versus individual learning; and…
Descriptors: Ability Grouping, Academic Ability, Analysis of Variance, Authoring Aids (Programming)
Schuyler, Stanley TenEyck – ProQuest LLC, 2008
Problem solving can be thought of in two phases: the first phase is problem formulation and the second solution development. Problem formulation is the process of identifying a problem or opportunity in a situation. Problem Formulation Ability, or PFA, is the ability to perform this process. This research investigated a method to assess PFA and…
Descriptors: Problem Solving, Predictor Variables, Academic Achievement, Introductory Courses
Hanks, Brian – Journal on Educational Resources in Computing, 2008
In a study of the types of problems encountered by students that led them to seek assistance, Robins et al. [2006] found that the most common problems were related to trivial mechanics. The students in this study worked by themselves on their programming exercises. This article discusses a replication of the Robins et al. study in which the…
Descriptors: Problems, Programming, Peer Relationship, Teamwork
Sajaniemi, Jorma; Kuittinen, Marja; Tikansalo, Taina – Journal on Educational Resources in Computing, 2008
Students' understanding of object-oriented (OO) program execution was studied by asking students to draw a picture of a program state at a specific moment. Students were given minimal instructions on what to include in their drawings in order to see what they considered to be central concepts and relationships in program execution. Three drawing…
Descriptors: Freehand Drawing, Programming, Student Development, Misconceptions
Simon, Beth; Hanks, Brian – Journal on Educational Resources in Computing, 2008
Pair programming, as part of the Agile Development process, has noted benefits in professional software development scenarios. These successes have led to a rise in use of pair programming in educational settings, particularly in Computer Science 1 (CS1). Specifically, McDowell et al. [2006] has shown that students using pair programming in CS1 do…
Descriptors: Interviews, Programming, Peer Relationship, Teamwork
Oliver, John – Action Learning: Research and Practice, 2008
This paper reflects on the failure of a recent action learning intervention with a UK television company. The aim of the project was to gain insight into the reasons why the viewing figures of their factual programming channels were in decline and to develop a new strategy enabled by the action learning methodology. Unfortunately, this…
Descriptors: Intervention, Experiential Learning, Methods, Problems
Vick, Rebecca M.; Packard, Becky Wai-Ling – Hispanic Journal of Behavioral Sciences, 2008
Although much has been written about the "risky" behaviors in which some Hispanic adolescents participate, the predictors of academic success are less understood. Toward this end, predictors of academic self-regulation were investigated in Hispanic adolescents. Specifically, a predictive model incorporating self-efficacy, instrumentality, salience…
Descriptors: Self Efficacy, Academic Achievement, Adolescents, Programming
Balatsoukas, Panos; Morris, Anne; O'Brien, Ann – Educational Technology & Society, 2008
The structure and composite nature of a learning object is still open to interpretation. Although several theoretical studies advocate integrated approaches to the structure and aggregation level of learning objects, in practice, many content specifications, such as SCORM, IMS Content Packaging, and course authoring tools, do not explicitly state…
Descriptors: Definitions, Hypermedia, Models, Programming
Kao, Gloria Yi-Ming; Lin, Sunny S. J.; Sun, Chuen-Tsai – Educational Technology & Society, 2008
The authors describe their design for an Internet-based learning environment called BeyondShare in which students are encouraged to gain a deep understanding of the learning material, reflect on the quality of individual constructions through sharing and peer evaluation, and synthesize cross-unit knowledge by integrating self- and peer-produced…
Descriptors: Web Based Instruction, Educational Environment, Reflection, Peer Evaluation
Benson, Angela; Lawler, Cormac; Whitworth, Andrew – British Journal of Educational Technology, 2008
Activity theory (AT) is a powerful tool for investigating "artefacts in use", ie, the ways technologies interrelate with their local context. AT reveals the interfaces between e-learning at the macro- (strategy, policy, "campus-wide" solutions) and the micro-organisational levels (everyday working practice, iterative change, individual…
Descriptors: Learning Theories, Management Systems, Comparative Analysis, Educational Technology

Direct link
