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Wu, Peter Y.; Manohar, Priyadarshan A.; Acharya, Sushil – Information Systems Education Journal, 2016
It is well known that interesting questions can stimulate thinking and invite participation. Class exercises are designed to make use of questions to engage students in active learning. In a project toward building a community skilled in software verification and validation (SV&V), we critically review and further develop course materials in…
Descriptors: Active Learning, Computer Software, Computer Science Education, Programming
Waguespack, Leslie J. – Information Systems Education Journal, 2015
Recent IS curriculum guidelines compress software development pedagogy into smaller and smaller pockets of course syllabi. Where undergraduate IS students once may have practiced modeling in analysis, design, and implementation across six or more courses in a curriculum using a variety of languages and tools they commonly now experience modeling…
Descriptors: Units of Study, Design, Computer Software, Models
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Gren, Lucas – IEEE Transactions on Education, 2020
Contribution: A flipped classroom approach to teaching empirical software engineering increases student learning by providing more time for active learning in class. Background: There is a need for longitudinal studies of the flipped classroom approach in general. Although a few cross-sectional studies show that a flipped classroom approach can…
Descriptors: Flipped Classroom, Teaching Methods, Masters Programs, International Education
Fernández-Alemán, José Luis; Carrillo-de-Gea, Juan Manuel; Meca, Joaquín Vidal; Ros, Joaquín Nicolás; Toval, Ambrosio; Idri, Ali – IEEE Transactions on Education, 2016
This paper presents the results of two educational experiments carried out to determine whether the process of specifying requirements (catalog-based reuse as opposed to conventional specification) has an impact on effectiveness and productivity in co-located and distributed software development environments. The participants in the experiments…
Descriptors: Productivity, Computer Science Education, Computer Software, Course Descriptions
Miller, Vivian J.; Murphy, Erin R.; Cronley, Courtney; Fields, Noelle L.; Keaton, Craig – Journal of Social Work Education, 2019
This article provides a case study of student experiences working as part of an interdisciplinary research team. A team of graduate-level students from social work, civil engineering, and computer science collaborated on the design of a mobile device application that captures data regarding how transportation disadvantage affects the lived…
Descriptors: Social Work, Counselor Training, Interdisciplinary Approach, Case Studies
Araújo, Rafael D.; Brant-Ribeiro, Taffarel; Mendonça, Igor E. S.; Mendes, Miller M.; Dorça, Fabiano A.; Cattelan, Renan G. – Educational Technology & Society, 2017
This article presents a social and collaborative model for content enrichment in Ubiquitous Learning Environments. Designed as a loosely coupled software architecture, the proposed model was implemented and integrated into the Classroom eXperience, a multimedia capture platform for educational environments. After automatically recording a lecture…
Descriptors: Educational Technology, Technology Uses in Education, Models, Computer Software
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
Magana, Alejandra J.; Seah, Ying Ying; Thomas, Paul – Journal of Information Systems Education, 2018
Agile methods such as Scrum that emphasize technical, communication, and teamwork skills have been practiced by IT professionals to effectively deliver software products of good quality. The same methods combined with pedagogies of engagement can potentially be used in the setting of higher education to promote effective group learning in software…
Descriptors: Cooperative Learning, Class Activities, Design, Teaching Methods
Association Supporting Computer Users in Education, 2021
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as CUETUG, the College and University Eleven-Thirty Users'…
Descriptors: Computer Uses in Education, Integrated Learning Systems, Higher Education, College Instruction
Ghandforoush, Parviz – International Association for Development of the Information Society, 2017
Teaching an online fully asynchronous information technology course that requires students to ideate, build an e-commerce website, and develop an effective business plan involves a well-developed and highly engaging course design. This paper describes the design, development, and implementation of such a course and presents information on…
Descriptors: Instructional Design, Web Based Instruction, Entrepreneurship, Teaching Methods
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Rennick, Christopher; Hulls, Carol C. W.; McKay, Kenneth N. – IEEE Transactions on Education, 2019
Contribution: A semester-long, open-ended design project was implemented to promote intellectual development of first-year students while reinforcing event-driven/procedural programming principles. This paper describes this approach, and an evaluation strategy using Perry's model for intellectual development. The results show that students can…
Descriptors: Introductory Courses, Engineering Education, Active Learning, Student Projects
Lin, Yu-Tzu; Wu, Cheng-Chih; Hou, Ting-Yun; Lin, Yu-Chih; Yang, Fang-Ying; Chang, Chia-Hu – IEEE Transactions on Education, 2016
This study explores students' cognitive processes while debugging programs by using an eye tracker. Students' eye movements during debugging were recorded by an eye tracker to investigate whether and how high- and low-performance students act differently during debugging. Thirty-eight computer science undergraduates were asked to debug two C…
Descriptors: Cognitive Processes, Programming, Computer Software, Computer Science Education
Larsen, Lasse Juel; Majgaard, Gunver – Designs for Learning, 2016
This article considers game design research in educational settings. Its focus is on how undergraduate students -- particularly engineering students -- learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It encapsulates the entire development process from…
Descriptors: Undergraduate Students, Engineering Education, Computer Games, Design

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