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Showing 1,021 to 1,035 of 1,549 results Save | Export
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Haas, Timothy C. – International Journal of Distance Education Technologies, 2016
Before massive numbers of students can take online courses for college credit, the challenges of providing tutoring support, answers to student-posed questions, and the control of cheating will need to be addressed. These challenges are taken up here by developing an online course delivery system that runs in a cluster computing environment and is…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Electronic Learning
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Asad, Khaled; Tibi, Moanis; Raiyn, Jamal – World Journal of Education, 2016
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
Descriptors: Programming, Elementary School Students, Student Attitudes, Visual Aids
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Barry, Adam E.; Piazza-Gardner, Anna K. – Journal of Health Education Teaching, 2012
This teaching idea presents a heuristic example using reality television as a tool for applying health behavior theory. It utilizes The Biggest Loser (TBL) to provide "real world" cases depicting how individuals progress through/experience the Transtheoretical Model (TTM). Observing TBL contestants provides students practice grounding…
Descriptors: Teaching Methods, Health Education, Programming (Broadcast), Models
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Majid, Nazatul Aini Abd – Turkish Online Journal of Educational Technology - TOJET, 2014
Web 2.0 tools are expected to assist students to acquire knowledge effectively in their university environment. However, the lack of effort from lecturers in planning the learning process can make it difficult for the students to optimize their learning experiences. The aim of this paper is to integrate Web 2.0 tools with learning strategy in…
Descriptors: Web 2.0 Technologies, Educational Technology, College Instruction, Undergraduate Students
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Kalelioglu, Filiz; Gülbahar, Yasemin – Informatics in Education, 2014
Computer programming is perceived as an important competence for the development of problem solving skills in addition to logical reasoning. Hence, its integration throughout all educational levels, as well as the early ages, is considered valuable and research studies are carried out to explore the phenomenon in more detail. In light of these…
Descriptors: Student Attitudes, Programming, Elementary School Students, Problem Solving
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Carro, Manuel; Herranz, Angel; Marino, Julio – ACM Transactions on Computing Education, 2013
We present an undergraduate course on concurrent programming where formal models are used in different stages of the learning process. The main practical difference with other approaches lies in the fact that the ability to develop correct concurrent software relies on a systematic transformation of formal models of inter-process interaction (so…
Descriptors: Computer Science Education, Programming, Models, Teaching Methods
Kwah, Helen – ProQuest LLC, 2013
This thesis explores the questions of how a teacher guides students to see concepts, and the role of gesture and gesture viewpoints in mediating the process of guidance. To examine these questions, two sociocultural theoretical frameworks--Radford's cultural-semiotic theory of knowledge objectification (e.g., 2003), and Goldman's Points of Viewing…
Descriptors: Robotics, Programming, Teaching Methods, Guidance
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Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
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Lee, Woong-Kyu – Behaviour & Information Technology, 2012
The principal objective of this study was to gain insight into attitude changes occurring during IT acceptance from the perspective of elaboration likelihood model (ELM). In particular, the primary target of this study was the process of IT acceptance through an education program. Although the Internet and computers are now quite ubiquitous, and…
Descriptors: Attitude Change, Teaching Methods, Programming Languages, Internet
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Wimmer, Gaea; Meyers, Courtney; Porter, Haley; Shaw, Martin – Journal of Leadership Education, 2012
Leadership educators are encouraged to identify and apply new ways to teach leadership. This paper provides the qualitative results of post-secondary students' reflections of learning leadership concepts after watching several episodes of the television show, "The Office." Students used reflective journaling to record their reactions and…
Descriptors: Leadership, Television, Programming (Broadcast), Leadership Training
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Saltan, Fatih; Kara, Mehmet – Higher Education Studies, 2016
This study aims to investigate the acceptance of ICT teachers pertaining to the use of Scratch as an Algorithm Visualization (AV) software in terms of perceived ease of use and perceived usefulness. An embedded mixed method research design was used in the study, in which qualitative data were embedded in quantitative ones and used to explain the…
Descriptors: Computer Software, Visualization, Preservice Teachers, Information Technology
Greenhow, Christine, Ed.; Sonnevend, Julia, Ed.; Agur, Colin, Ed. – MIT Press, 2016
How are widely popular social media such as Facebook, Twitter, and Instagram transforming how teachers teach, how kids learn, and the very foundations of education? What controversies surround the integration of social media in students' lives? The past decade has brought increased access to new media, and with this new opportunities and…
Descriptors: Social Media, Teaching Methods, Educational Technology, Technology Uses in Education
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
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Mansfield, Gillian – Language Learning in Higher Education, 2014
This article intends to show how situation comedies may be used in the English language classroom to develop awareness-raising activities aimed at soliciting an understanding of essentially pragmatic and cultural aspects of everyday language. After a brief overview of studies on pragmatic teachability (Rose and Kasper 2001, 2002) and learnability…
Descriptors: Grammar, Second Language Learning, Second Language Instruction, English (Second Language)
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Rosenbaum, Mark S.; Otalora, Mauricio Losada; Ramírez, Germán Contreras – Journal of Education for Business, 2015
This research provides business educators who teach retailing and services courses with an innovative way to encourage students to engage in problem-based learning solving by incorporating reality television into their curricula. The authors explore the reality television genre from several theoretical perspectives to lend support to the…
Descriptors: Problem Based Learning, Teaching Methods, Correlation, Business Administration Education
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