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A Computational Method for Enabling Teaching-Learning Process in Huge Online Courses and Communities
Mora, Higinio; Ferrández, Antonio; Gil, David; Peral, Jesús – International Review of Research in Open and Distributed Learning, 2017
Massive Open Online Courses and e-learning represent the future of the teaching-learning processes through the development of Information and Communication Technologies. They are the response to the new education needs of society. However, this future also presents many challenges such as the processing of online forums when a huge number of…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Learning Processes
Yang, Chunhua; Smith, David R. R. – New Directions in the Teaching of Physical Sciences, 2017
This study investigated the acquisition of MATLAB programming skills by postgraduate students, and whether this learning was improved by research support-oriented teaching. Questionnaire surveys were given to academic staff asking about what they considered the most important knowledge and skills in programming to be. Questionnaire surveys were…
Descriptors: Computer Software, Graduate Students, Skill Development, Programming
Isomöttönen, Ville; Tirronen, Ville – ACM Transactions on Computing Education, 2017
This article reports on an action research project on improving a functional programming course by moving toward a practical and flexible study environment--flipped and blended classroom. Teaching the topic of functional programming was found to be troublesome using a traditional lectured course format. The need to increase students' amount of…
Descriptors: Blended Learning, Teaching Methods, Programming, Computer Science Education
Dinicu, Anca; Oancea, Romana – International Association for Development of the Information Society, 2017
In a world of great complexity, understanding the manner states act and react becomes more and more an intriguing quest due to the multiple relations of dependence and interdependence that characterize "the global puzzle". Within this context, an analysis based on a geopolitical approach becomes a very useful means used to determine not…
Descriptors: Electronic Learning, Educational Technology, Politics, Geography
Gautam, Dipesh; Swiecki, Zachari; Shaffer, David W.; Graesser, Arthur C.; Rus, Vasile – International Educational Data Mining Society, 2017
Virtual internships are online simulations of professional practice where students play the role of interns at a fictional company. During virtual internships, participants complete activities and then submit write-ups in the form of short answers, digital notebook entries. Prior work used classifiers trained on participant data to automatically…
Descriptors: Computer Simulation, Internship Programs, Semantics, College Students
Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
McCauley, Renée; Grissom, Scott; Fitzgerald, Sue; Murphy, Laurie – Computer Science Education, 2015
Hundreds of articles have been published on the topics of teaching and learning recursion, yet fewer than 50 of them have published research results. This article surveys the computing education research literature and presents findings on challenges students encounter in learning recursion, mental models students develop as they learn recursion,…
Descriptors: Computer Science Education, Programming, Literature Reviews, Best Practices
Swanier, Cheryl Anita Small – ProQuest LLC, 2015
We live in a digital age and technology is constantly changing, therefore the way people learn and perceive information is starting to change. Hence, virtual learning environments may be a new and innovative way to stimulate minds. In the book "Virtually There," Stephen Heppell explains, Learning is breaking out of the narrow boxes that…
Descriptors: Computer Simulation, Educational Environment, Video Games, Mathematics Achievement
Meng, Michael; Steinhardt, Stephanie; Schubert, Andreas – Journal of Technical Writing and Communication, 2018
The success of an application programming interface (API) crucially depends on how well its documentation meets the information needs of software developers. Previous research suggests that these information needs have not been sufficiently understood. This article presents the results of a series of semistructured interviews and a follow-up…
Descriptors: Programming, Computer Interfaces, Documentation, Computer Software
Atapattu, Thushari; Falkner, Katrina – Journal of Learning Analytics, 2018
Lecture videos are amongst the most widely used instructional methods within present Massive Open Online Courses (MOOCs) and other digital educational platforms. As the main form of instruction, student engagement behaviour, including interaction with videos, directly impacts the student success or failure and accordingly, in-video dropouts…
Descriptors: Lecture Method, Video Technology, Online Courses, Mass Instruction
Huabin, Wang – Australian Journal of Applied Linguistics, 2018
As one of the most widespread linguistic phenomena, code-switching has attracted increasing attention nowadays. Inspired by previous studies in this field, this paper addresses code-switching under the guidance of Systemic Functional Linguistics (SFL), with the primary goal of analysing the interpersonal meanings of code-switching in three TV…
Descriptors: Code Switching (Language), Television, Programming (Broadcast), Interpersonal Communication
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Martínez-Sáez, Antonio; Sevilla-Pavón, Ana; Gimeno-Sanz, Ana – Research-publishing.net, 2018
Instructors have to make important decisions regarding the type of assessment that will finally be implemented when producing online learning materials, since this has a noticeable effect in terms of the methodology, the approach, and the attitude of all the actors involved (Goertler, 2011). This study investigates students' perception of tutor…
Descriptors: Student Attitudes, Online Courses, English (Second Language), Second Language Learning
Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – International Journal of Game-Based Learning, 2014
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Descriptors: Programming, Educational Games, Early Adolescents, Coding

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