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Erümit, Ali Kürsat; Sahin, Güven – International Journal of Computer Science Education in Schools, 2020
This study is an investigation of the effects of plugged and unplugged activities in a programming course using the Programming in Seven Steps (PSS) model on pupils' satisfaction and activity type preferences. A case study method was used in the classroom was the case. Data included students' diary, their responses on semi-structured interview…
Descriptors: Student Attitudes, Preferences, Programming, Computer Science Education
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Batt, Steven; Grealis, Tara; Harmon, Oskar; Tomolonis, Paul – Journal of Economic Education, 2020
"Doing economics" is an important theme of undergraduate economics programs. Capstone courses increasingly include instruction in "data literacy" and the STEM-related skills of quantitative and empirical methods. Because the professional discipline has moved in this direction and because of greater employer demand for these…
Descriptors: Economics Education, Undergraduate Students, Visual Aids, Data Analysis
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Smith, Peter K.; Thompson, Fran; Jessel, John; Kožuchová, Andrea; Ferreira, Irene; Idriceanu, Gabriela; Menesini, Ersilia; Miklosz, Margaret; de Villanueva, Marian – Journal of Psychologists and Counsellors in Schools, 2020
Cybermentoring refers to virtual peer support in which young people themselves are trained as cybermentors and interact with those needing help and advice (cybermentees) online. This article describes the training in, and implementation of, a cross-national cybermentoring scheme, Beatbullying Europe, developed in the United Kingdom. It involved…
Descriptors: Mentors, Computer Simulation, Peer Relationship, Workshops
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Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem – Educational Technology Research and Development, 2020
This study was conducted to investigate the effect of task and group awareness (TaGA) support provided to group members by a pedagogical agent (PA) in computer-supported collaborative learning (CSCL) on the students' attitudes towards collaborative learning and self-regulated learning skills (SRLS). A quasi-experimental research design with…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Student Attitudes, Undergraduate Students
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Pike, Ronald E.; Brown, Brandon; West, Tobi; Zentner, Aeron – Information Systems Education Journal, 2020
The aim of this report is to highlight efforts to develop a digital badging and e-portfolio environment that will illuminate and validate curricular, co-curricular, and extracurricular learning in cybersecurity. This effort includes Cal Poly Pomona and Coastline College, which are both designated as Centers of Academic Excellence in Cyber Defense…
Descriptors: Recognition (Achievement), Evaluation Methods, Portfolios (Background Materials), Computer Security
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Almaiah, Mohammed Amin; Al-Khasawneh, Ahmad – Education and Information Technologies, 2020
The adoption of mobile cloud computing technology is still at an early stage of implementation in the university campus. This research aims to fill this gap by investigating the main factors that influence on the decision to adopt mobile cloud computing in the university campus. Therefore, this research proposes an integrated model, incorporating…
Descriptors: Information Storage, Handheld Devices, Computer Assisted Instruction, Technology Integration
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Gueye, Youssoupha; Abouchadi, Hamid; Abouelala, Mourad; Janan, Mourad Taha – African Journal of Research in Mathematics, Science and Technology Education, 2020
This paper presents the results of a study on the integration of modelling and simulation tools in mechanical design. Indeed, optimisation of the design process often uses modelling and simulation tools in mechanical design activities. Thus, to meet the needs of the labour market, training situations in this field use communication and information…
Descriptors: Models, Simulation, Design, College Freshmen
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Gunderson, Julie E. C.; Mitchell, Dylan W.; Bullis, Ryan G.; Steward, John Q.; Gunderson, William A. – Journal of Chemical Education, 2020
Fused filament fabrication 3D printing is a process by which three-dimensional objects are created by depositing layers of a material onto a hard, flat surface by a robot. It is often referred to as an "additive manufacturing" technique because material is added in successive layers to create an object. Because many scientific…
Descriptors: Chemistry, Science Instruction, Computer Software, Computer Peripherals
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Bull, Glen; Garofalo, Joe; Hguyen, N. Rich – Journal of Digital Learning in Teacher Education, 2020
An educational team founded by Seymour Papert at MIT has developed an evolving series of computing environments designed to facilitate computational thinking. Papert outlined the goal of developing educational environments to facilitate the use of computer as a computational object in a seminal publication, "Teaching Children Thinking"…
Descriptors: Thinking Skills, Computation, Computer Science Education, Programming
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Sanii, Babak – Journal of Chemical Education, 2020
Augmented reality (AR) is a means of superimposing artificial 3D objects over the real world via a mobile device. An AR standard file format has been recently implemented on mobile devices that current students commonly own. Here we describe three relatively nontechnical methods to produce 3D AR objects for chemistry courses and demonstrate their…
Descriptors: Computer Simulation, Computer Peripherals, Handheld Devices, Visualization
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Xiong-Skiba, P.; Buckner, S.; Little, C.; Kovalskiy, A. – Physics Teacher, 2020
This paper reports our work on replacing lab report grading by post-online lab quizzes using Desire2Learn (D2L, an online course management software), specifically, how we circumvent some of the limitations imposed by D2L and the outcomes.
Descriptors: Grading, Physics, Science Tests, Computer Assisted Testing
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Rubleske, Joseph; Fletcher, Travis; Westerfeld, Brett – Journal of Instructional Pedagogies, 2020
Electronic sports (e-sports) can be defined as digital games played competitively for an audience (Hodge et al., 2017). With a global consumer base of roughly 450 million people and projected 2019 revenues of US$1.1 billion, the e-sports industry continues to grow (Pannekeet, 2019). Behind this growth is a thriving ecosystem which includes…
Descriptors: Computer Games, Athletics, Data Collection, Data Analysis
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Alluhaidan, Ala; Abu-Taieh, Evon M. – International Education Studies, 2020
Abstract The rapid growth of technology and related fields has led to creation in academia to match the expansion demand for IT professionals. One of the current majors that attract attention in industry is cybersecurity. There is a great need for individuals who are skilled in cybersecurity to protect IT infrastructure. Coaching a…
Descriptors: Outcomes of Education, Computer Security, Information Technology, Computer Science Education
Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
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Chen, Xieling; Zou, Di; Xie, Haoran; Su, Fan – Language Learning & Technology, 2021
The advance of educational technologies and digital devices have made computer-assisted language learning (CALL) an active interdisciplinary field with increasing research potential and topic diversity. Questions like "what topics and technologies attract the interest of the CALL community?," "how have these topics and technologies…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Educational Research
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