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Samsa, Gregory – Journal of Curriculum and Teaching, 2020
Objective: In a Statistical Analysis System (SAS) coding interview, job applicants are typically presented with data management and data analysis problems and asked to solve them using the programming language of SAS. Interviewers not only assess technical competence, but also algorithm design and more generally how applicants approach computer…
Descriptors: Programming, Computer Science Education, Interviews, Masters Programs
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Wagh, Aditi; Cook-Whitt, Kate; Wilensky, Uri – Journal of Research in Science Teaching, 2017
Research on the design of learning environments for K-12 science education has been informed by two bodies of literature: inquiry-based science and Constructionism. Inquiry-based science has emphasized engagement in activities that reflect authentic scientific practices. Constructionism has focused on designing intuitively accessible authoring…
Descriptors: Inquiry, Teaching Methods, Programming, Coding
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An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
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Tom, Mary – Journal of Learning Design, 2015
The already existing complexities of teaching and learning computer programming are increased where students are diverse in their disciplinary backgrounds, language skills, and culture. Learners experience emotional issues of anxiety, fear or boredom. Identifying opportunities for improvement and applying theoretical and empirical evidence found…
Descriptors: Student Centered Curriculum, Teaching Methods, Programming, Student Diversity
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Govender, Irene; Govender, Desmond Wesley – African Journal of Research in Mathematics, Science and Technology Education, 2012
The teaching of programming and problem solving has been a challenge and has excited much debate in the literature, so too has been the use of learning management systems (LMSs) to facilitate teaching and enhance learning. In this case study we explore students' perceptions and expectations of the effectiveness of using a constructivist approach…
Descriptors: Programming, Constructivism (Learning), Expectation, Instructional Effectiveness
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Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
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Baytak, Ahmet; Land, Susan M.; Smith, Brian K. – Turkish Online Journal of Educational Technology - TOJET, 2011
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Descriptors: Nutrition, Interaction, Programming, Grade 5
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Vallance, Michael; Martin, Stewart; Wiz, Charles; van Schaik, Paul – International Journal of Virtual and Personal Learning Environments, 2010
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community cooperation fosters long-term understanding and transference of learned concepts. The construction of…
Descriptors: Instructional Design, Science Instruction, Science Education, Computer Simulation
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
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Govender, Irene – Computers & Education, 2009
In this paper the influence of the learning context is considered when learning to program. For the purposes of this study, the lectures, study process, previous knowledge or teaching experience and tests comprised the learning context. The article argues that students' experiences of the learning context have important implications for teaching…
Descriptors: Learning Processes, Context Effect, Educational Environment, Teachers
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Peppler, Kylie A. – Teachers College Record, 2010
Background/Context: New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of "media arts" and the ways in which youth use new…
Descriptors: Studio Art, Active Learning, Educational Technology, Disadvantaged Youth
Fiedler, Rebecca L.; Mullen, Laurie; Finnegan, Margaret – Journal of Research on Technology in Education, 2009
Portfolio authoring tools within teacher preparation institutions have changed dramatically as portfolios have moved from paper to electronic formats and now to the Web. This study used Engestrom's Cultural-Historical Activity Theory (1987) to examine how portfolio tools, along with external influences and institutional contexts, mediate the…
Descriptors: Case Studies, Accreditation (Institutions), Interviews, Student Attitudes
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games