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José Miguel Blanco; César Domínguez; Arturo Jaime; Imanol Usandizaga – Educational Technology Research and Development, 2024
Teaching and learning methods that are related to student-generated content (SGC) seem a promising strategy for including sustainable development goals (SDGs) in education (established as a fundamental cornerstone in the achievement of these goals by the United Nations). This paper describes the inclusion of SDGs through the implementation of…
Descriptors: Sustainability, Computer Science Education, Student Developed Materials, Web Sites
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Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
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Sanders, Nathan E.; Faesi, Chris; Goodman, Alyssa A. – Journal of Science Education and Technology, 2014
Educational technology has attained significant importance as a mechanism for supporting experiential learning of science concepts. However, the growth of this mechanism is limited by the significant time and technical expertise needed to develop such products, particularly in specialized fields of science. We sought to test whether interactive,…
Descriptors: Computer System Design, Computer Software, Learning Modules, Instructional Innovation
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Cajander, Asa; Daniels, Mats; McDermott, Roger – Computer Science Education, 2012
This paper investigates the links between the "contributing student pedagogy" and other forms of peer-mediated learning models, e.g. "open-ended group projects" and "communities of practice." We find that a fundamental concern in each of these models is the attribution of "value"; specifically, recognition…
Descriptors: Foreign Countries, Distance Education, Information Technology, Socialization
Tappert, Charles C. – 2002
In the academic year 2001-2002, Pace University (New York) Computer Science and Information Systems (CSIS) students developed real-world Web and pervasive computing systems for actual customers. This paper describes the general use of team projects in CSIS at Pace University, the real-world projects from this academic year, the benefits of…
Descriptors: Computer Science Education, Computer System Design, Cooperative Learning, Experiential Learning