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Watson, Julie – Research-publishing.net, 2015
In this article, the author recounts that, as an early adapter of technology when she was a teacher for a language academy in Rome in the 1980s, she was asked by an English language teaching competitor to design an introductory program for visitors to use the new computers in the library. This opportunity led her on the path towards elearning. Now…
Descriptors: Technology Uses in Education, Electronic Learning, Instructional Design, Reflective Teaching
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Ivancevic, Vladimir – Journal of Learning Analytics, 2014
Tests targeting the upper limits of student ability could aid students in their learning. This article gives an overview of an approach to the construction of such tests in programming, together with ideas on how to implement and refine them within a learning management system.
Descriptors: Item Banks, Educational Research, Data Collection, Data Analysis
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Scott, Michael J.; Ghinea, Gheorghita – IEEE Transactions on Education, 2014
Deliberate practice is important in many areas of learning, including that of learning to program computers. However, beliefs about the nature of personal traits, known as "mindsets," can have a profound impact on such practice. Previous research has shown that those with a "fixed mindset" believe their traits cannot change;…
Descriptors: Aptitude, Beliefs, Programming, Undergraduate Students
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Acharya, Sushil; Sirinterlikci, Arif – Journal of Technology Studies, 2010
Engineering students need a head start on designing a component, a process, or a system early in their educational endeavors, and engineering design topics need to be introduced appropriately without negatively affecting students' motivation for engineering. In ENGR1010 at Robert Morris University, freshmen engineering students are introduced to…
Descriptors: Engineering Education, Engineering, Design, Difficulty Level
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Kolling, Michael – ACM Transactions on Computing Education, 2010
Greenfoot is an educational integrated development environment aimed at learning and teaching programming. It is aimed at a target audience of students from about 14 years old upwards, and is also suitable for college- and university-level education. Greenfoot combines graphical, interactive output with programming in Java, a standard, text-based…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
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Kratzke, Cynthia; Cox, Carolyn – International Electronic Journal of Health Education, 2012
Despite the increased availability of smartphones and health applications (apps), little is known about smartphone technology and apps for implementation in health promotion practice. Smartphones are mobile devices with capabilities for e-mail, text messaging, video viewing, and wireless Internet access. It is essential for health promotion…
Descriptors: Evidence, Health Promotion, Health Behavior, Behavior Modification
Mynyk, John – ProQuest LLC, 2012
Organizations that depend on the use of IT in their business models must maintain their systems and keep their systems current to survive (Filipek, 2008; Kulkarni, Kumar, Mookerjee, & Sethi, 2009; Unterkalmsteiner et al., 2012). As most IT departments allocate as much as 80% of their budget to maintain stability while leaving only the other…
Descriptors: Mixed Methods Research, Information Technology, Standards, Programming
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Wang, Chu-Fu; Lin, Chih-Lung; Deng, Jien-Han – Turkish Online Journal of Educational Technology - TOJET, 2012
Testing is an important stage of teaching as it can assist teachers in auditing students' learning results. A good test is able to accurately reflect the capability of a learner. Nowadays, Computer-Assisted Testing (CAT) is greatly improving traditional testing, since computers can automatically and quickly compose a proper test sheet to meet user…
Descriptors: Simulation, Test Items, Student Evaluation, Test Construction
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Du, Jie; Wimmer, Hayden; Rada, Roy – Journal of Information Technology Education: Innovations in Practice, 2016
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students' attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two…
Descriptors: Undergraduate Students, Computer Science Education, Programming, Introductory Courses
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Alturki, Raad A. – Informatics in Education, 2016
Students' performances in introductory programming courses show large variation across students. There may be many reasons for these variations, such as methods of teaching, teacher competence in the subject, students' coding backgrounds and abilities, students' self-discipline, the teaching environment, and the resources available to students,…
Descriptors: Introductory Courses, Programming, Student Evaluation, Measurement Techniques
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Zainuddin – Advances in Language and Literary Studies, 2016
This study is aimed at describing the levels of code switching on EFL students' daily conversation. The topic is chosen due to the facts that code switching phenomenon are commonly found in daily speech of Indonesian community such as in teenager talks, television serial dialogues and mass media. Therefore, qualitative data were collected by using…
Descriptors: Code Switching (Language), English (Second Language), Second Language Learning, Second Language Instruction
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Etherington, Thomas R. – Journal of Geography in Higher Education, 2016
Computer programming is not commonly taught to geographers as a part of geographic information system (GIS) courses, but the advent of NeoGeography, big data and open GIS means that programming skills are becoming more important. To encourage the teaching of programming to geographers, this paper outlines a course based around a series of…
Descriptors: Programming, Geographic Information Systems, Geography Instruction, Introductory Courses
Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
Oluk, Ali; Korkmaz, Özgen – Online Submission, 2016
This study aimed to compare 5th graders' scores obtained from Scratch projects developed in the framework of Information Technologies and Software classes via Dr Scratch web tool with the scores obtained from Computational Thinking Levels Scale and to examine this comparison in terms of different variables. Correlational research model was…
Descriptors: Grade 5, Elementary School Students, Educational Technology, Technology Uses in Education
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Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
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