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Luedtke, Allison Oldham – Journal of Economic Education, 2023
The author describes an assignment in an undergraduate game theory course in which students work together in class to develop a computer algorithm to identify Nash equilibria. This assignment builds basic computer science skills while applying game theory knowledge to real-world situations. Students work as a team to delineate the steps and write…
Descriptors: Undergraduate Students, Game Theory, Programming Languages, Assignments
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Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
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Koyuncu, Mehmet Kasim – International Journal of Science and Mathematics Education, 2023
In this study, it was aimed to experiment a new method to increase the quality of the history of mathematics course instruction in the primary mathematics education. The method composed by synthesizing project-based and collaborative learning methods was named "Newspaper Preparation Method," and the course was delivered using this…
Descriptors: Mathematics Instruction, Teaching Methods, College Mathematics, Undergraduate Students
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Pham, Quoc Trung; Tran, Thanh Phong – Knowledge Management & E-Learning, 2020
e-Learning systems nowadays become vital for many universities in developing countries. They are useful for increasing educational quality and providing students with high-quality learning resources. However, how to attract students to use e-learning systems and how to improve their learning outcomes through e-learning are still difficult…
Descriptors: Foreign Countries, Electronic Learning, Outcomes of Education, Computer Attitudes
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Blayone, Todd J. B.; Mykhailenko, Olena; vanOostveen, Roland; Grebeshkov, Oleksiy; Hrebeshkova, Olena; Vostryakov, Oleksandr – Technology, Pedagogy and Education, 2018
Collaborative-constructivist online learning appears well aligned with Ukraine's post-revolutionary aspirations for globalised and transformed higher education. This study explores digital competencies of students and professors at Kyiv National Economic University, Ukraine, to probe readiness for fully online collaborative learning. The General…
Descriptors: Foreign Countries, Computer Literacy, College Students, College Faculty
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Barnard, Sarah; Mallaband, Becky; Leder Mackley, Kerstin – Innovations in Education and Teaching International, 2019
In this article, we introduce a threefold peer learning model developed during the design and implementation of an innovative researcher-led digital skills training programme for early career researchers. The programme brought together researchers from three UK universities and facilitated the personal and professional development of: (1) the…
Descriptors: Foreign Countries, College Faculty, Teacher Researchers, Research Skills
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Al Hashlamoun, Nafeth; Daouk, Lina – Education and Information Technologies, 2020
This research explores the ways in which Information Technology (IT) teachers experience the use of online communities of practice (CoP) in teaching a computer course called Computer Skills 2 (WRCO2). This course is the second of two computer skills courses in the Work Readiness Program (WRP) running at a Higher Education Institution in the Middle…
Descriptors: Information Technology, Computer Science Education, Teacher Attitudes, Communities of Practice
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Paskevicius, Michael; Irvine, Valerie – Journal of Interactive Media in Education, 2019
Beyond providing alternatives to traditional learning resources, there exists a gap in the literature in understanding how openness is impacting teaching and learning in higher education. This paper explores the ways in which educators describe how open education is impacting their pedagogical designs. Using a phenomenological approach with…
Descriptors: Foreign Countries, Educational Practices, Instructional Design, Praxis
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Warren, Scott; Najmi, Anjum; Beck, Dennis – Journal of Interactive Learning Research, 2019
There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through…
Descriptors: Video Games, 21st Century Skills, Computer Literacy, Teaching Experience
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Currey, Judy; Sprogis, Stephanie K.; Burdeu, Gabby; Considine, Julie; Allen, Joshua; Oldland, Elizabeth – Journal of Teaching and Learning for Graduate Employability, 2018
In tertiary education, generic professional skills should be developed along with discipline-specific knowledge and skills. Team-Based Learning (TBL), an active learning strategy, creates deep learning and enhanced student engagement; however, its effects on the development of generic learning outcomes are unknown. The aim of this study was to…
Descriptors: Student Attitudes, Teamwork, Cooperative Learning, Active Learning
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Çocuk, Halil Erdem; Yanpar Yelken, Tugba – Asian Journal of Education and Training, 2018
The technological developments that have directed 21st century skills have brought new content and dimension to narrative by integrating story narration, one of the earliest verbal narrative skills of mankind, with digital technology. The purpose of this study is to determine the effect of web-based digital story preparation on the literacy…
Descriptors: Foreign Countries, Preservice Teachers, Computer Literacy, Computer Mediated Communication
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Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
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Acharya, Anal; Sinha, Devadatta – Journal of Educational Technology Systems, 2018
This study uses homogeneity in personal learning styles and heterogeneity in subject knowledge for collaborative learning group decomposition indicating that groups are "mixed" in nature. Homogeneity within groups was formed using K-means clustering and greedy search, whereas heterogeneity imbibed using agenda-driven search. For checking…
Descriptors: Cooperative Learning, Outcomes of Education, Multiple Regression Analysis, Cognitive Style
Frydenberg, Mark – International Association for Development of the Information Society, 2015
Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…
Descriptors: Computer Games, Computer Science Education, Programming, Introductory Courses
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Tsai, Chia-Wen – Interactive Learning Environments, 2016
As more and more educational institutions are providing online courses, it is necessary to design effective teaching methods integrated with technologies to benefit both teachers and students. The researcher in this study designed innovative online teaching methods of team-based learning (TBL) and co-regulated learning (CRL) to improve students'…
Descriptors: Student Development, Online Courses, Teamwork, Cooperative Learning
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