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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
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
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
The Acceptance of E-Learning Systems and the Learning Outcome of Students at Universities in Vietnam
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
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
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
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
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
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
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
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
Oya, Yoshihiko; Uchida, Kimiko – IAFOR Journal of Education, 2013
Direct instruction to students enrolled in a computer literacy program at the undergraduate level frequently involves difficulties due to varied knowledge levels and skills among the students, as well as an increase in the number of unmotivated students. An available solution is the pair problem solving approach which can prove to be effective as…
Descriptors: Undergraduate Students, Computer Science Education, Computer Literacy, Problem Solving
Fitzgerald, Carlton J., Ed.; Laurian-Fitzgerald, Simona, Ed.; Popa, Carmen, Ed. – IGI Global, 2018
As traditional classroom settings are transitioning to online environments, teachers now face the challenge of using this medium to promote effective learning strategies, especially when teaching older age groups. Because adult learners bring a different set of understandings and skills to education than younger students, such as more job and life…
Descriptors: Student Centered Learning, Learning Strategies, Adult Learning, Adult Education
Kent, Fiona; Francis-Cracknell, Alison; McDonald, Rachael; Newton, Jennifer M.; Keating, Jennifer L.; Dodic, Miodrag – Advances in Health Sciences Education, 2016
Practice based interprofessional education opportunities are proposed as a mechanism for health professionals to learn teamwork skills and gain an understanding of the roles of others. Primary care is an area of practice that offers a promising option for interprofessional student learning. In this study, we investigated what and how students from…
Descriptors: Professional Education, Interprofessional Relationship, Primary Health Care, Clinics
Rockinson-Szapkiw, Amanda J.; Pritchard, Tracey; McComb-Beverage, Shanna; Schellenberg, Rita – British Journal of Guidance & Counselling, 2013
The purpose of this study is to compare traditional and non-traditional instructional practices used in a counsellor education programme to determine their effect on pre-service school counsellors' learning and sense of community, thus leading to enhanced professional identity. Traditional and non-traditional assignments were examined: (a) a…
Descriptors: Professional Identity, Counselor Training, Electronic Publishing, Computer Literacy
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