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Nader-Grosbois, Nathalie; Lefevre, Nathalie – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
This study compared mothers and fathers' regulation with respect to 29 children with intellectual disability (ID) and 30 typically developing (TD) children, matched on their mental age (MA), as they solved eight tasks using physical materials and computers. Seven parents' regulatory strategies were coded as they supported their child's…
Descriptors: Mental Retardation, Children, Self Control, Child Behavior
Peer reviewedMiangah, Tayebeh Mosavi – Indian Journal of Applied Linguistics, 2009
Constructing and exploiting different types of corpora are among computer applications exposed to the researchers in different branches of science including lexicography. In lexicography, different types of corpora may be of great help in finding the most appropriate uses of words and expressions by referring to numerous examples and citations.…
Descriptors: Computers, Lexicography, Monolingualism, Dictionaries
Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games
Tsai, Chia-Wen – Computers & Education, 2010
As more and more people use computers to complete their work and solve problems in the workplace, computing education is emphasized for students of all levels and disciplines in Taiwan. However, the computing education in Taiwan can hardly be recognized as effective and satisfactory. Many inappropriate examples that lack context are used in…
Descriptors: Online Courses, Computers, Foreign Countries, Cooperative Learning
Merrick, K. E. – IEEE Transactions on Education, 2010
This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…
Descriptors: Introductory Courses, Course Content, Computers, Programming
Huang, Chun-Chieh; Yeh, Ting-Kuang; Li, Tsai-Yen; Chang, Chun-Yen – Educational Technology & Society, 2010
The objective of this article is to evaluate the effectiveness of a collaborative and online brainstorming game, Idea Storming Cube (ISC), which provides users with a competitive game-based environment and a peer-like intelligent agent. The program seeks to promote students' divergent thinking to aid in the process of problem solving. The…
Descriptors: Brainstorming, Problem Solving, Creative Thinking, Grade 11
Mueller, Julie; Wood, Eileen; Hunt, Jen; Specht, Jacqueline – Adult Basic Education and Literacy Journal, 2009
The authors examined the implementation of assistive technology in a community literacy centre's writing program for adult learners. Quantitative and qualitative analyses indicated that (a) software and instructional methods for writing must be selected according to the needs of and in conjunction with adult learners, (b) learners needed…
Descriptors: Adult Basic Education, Adult Learning, Adult Students, Educational Technology
Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
Eskrootchi, Rogheyeh; Oskrochi, G. Reza – Educational Technology & Society, 2010
Incorporating computer-simulation modelling into project-based learning may be effective but requires careful planning and implementation. Teachers, especially, need pedagogical content knowledge which refers to knowledge about how students learn from materials infused with technology. This study suggests that students learn best by actively…
Descriptors: Males, Females, Science Projects, Student Projects
Shih, Ju-Ling; Shih, Bai-Jiun; Shih, Chun-Chao; Su, Hui-Yu; Chuang, Chien-Wen – Computers & Education, 2010
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in…
Descriptors: Learning Strategies, Cooperative Learning, Problem Solving, Elementary School Students
Keengwe, Jared; Onchwari, Grace; Onchwari, Jacqueline – AACE Journal, 2009
There is need to reform teacher education programs through the creation of active learning environments that support and improve the depth and scope of student learning. Specifically, teachers should provide intellectually powerful, learner-centered, and technology-rich environments for students without undermining sound pedagogical practices.…
Descriptors: Teacher Education Programs, Teaching Models, Active Learning, Educational Change
Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
Werner, Linda; Denning, Jill – Journal of Research on Technology in Education, 2009
Few early intervention efforts have improved the representation of women in computer science and engineering (CSE) disciplines, but pair programming has shown promise for reducing gender differences among college students. The current study is the first to examine this promising practice in middle school. In an effort to better understand what…
Descriptors: Intervention, Females, Problem Solving, Gender Issues
Peer reviewedHofmeister, Alan M.; Ferrara, Joseph M. – Exceptional Children, 1986
The article discusses the characteristics of expert systems (computer programs designed to replicate human expertise in a variety of areas), describes recently available expert system development tools, suggests applications within the field of special education, and reviews recent efforts to apply expert systems technology to special education…
Descriptors: Artificial Intelligence, Computer Software, Computers, Elementary Secondary Education
Denner, Jill; Werner, Linda – Journal of Educational Computing Research, 2007
Many believe that girls lack the confidence and motivation to persist with computers when they face a challenge. In order to increase the number of girls and women in information technology careers, we need a better understanding of how they think about and solve problems while working on the computer. In this article, we describe a qualitative…
Descriptors: Computers, Programming, Females, Summer Programs
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