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Alves, Francisco Regis Vieira; Machado Vieira, Renata Passos – International Electronic Journal of Mathematics Education, 2020
The work deals with the study of the roots of the characteristic polynomial derived from the Leonardo sequence, using the Newton fractal to perform a root search. Thus, Google Colab is used as a computational tool to facilitate this process. Initially, we conducted a study of the Leonardo sequence, addressing it fundamental recurrence,…
Descriptors: Mathematical Concepts, Teaching Methods, Visualization, Educational Technology
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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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Sezgin, Hatice; Öztürk, Mustafa Serkan – Journal of Language and Linguistic Studies, 2020
The purpose of the present study is to find out the extent to which the real spoken language is reflected in TV series in terms of vocabulary. In accordance with this purpose, a corpus, named as the British TV Series Corpus (BTSC) was compiled for the present study using two British TV series, Sherlock and Doctor Who, and this corpus was compared…
Descriptors: Television, Programming (Broadcast), Vocabulary Development, Word Frequency
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Dickes, Amanda Catherine; Farris, Amy Voss; Sengupta, Pratim – Journal of Science Education and Technology, 2020
In recent years, the field of education has challenged researchers and practitioners to incorporate computing as an essential focus of K-12 STEM education. Integrating computing within K-12 STEM supports learners of all ages in codeveloping and using computational thinking in existing curricular contexts alongside practices essential for…
Descriptors: Elementary School Science, Coding, STEM Education, Computer Science Education
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Colin M. Gray; Paul Parsons; Austin L. Toombs; Nancy Rasche; Mihaela Vorvoreanu – International Journal of Designs for Learning, 2020
In this design case, we describe a multi-year process during which a team of faculty designed a four-year undergraduate major in user experience (UX) design at a large research-intensive institution. We document the program- and course-level design experiences of five faculty members. This multi-year process has culminated in a dual-strand,…
Descriptors: Instructional Design, Undergraduate Study, Majors (Students), Curriculum Development
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Wooyeong Kim – Paedagogica Historica: International Journal of the History of Education, 2024
This study examines the global expansion strategies that were initiated by the Children's Television Workshop (CTW), with a specific focus on the adaptations of "Sesame Street: in Japan and South Korea in the 1970s and 1980s. When CTW began its globalisation in the early 1970s, the international adaptation process of "Sesame Street"…
Descriptors: Global Approach, Foreign Countries, Educational Media, Mass Media Effects
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Fatma Bayraktaroglu; Tugce Akyol – Problems of Education in the 21st Century, 2024
It is considered necessary to support the participation of children socially, and media tools having a significant effect on individuals today should reflect child participation. The aim of this study was to examine the right to participate in cartoons prepared for primary school children. The study was conducted with a descriptive survey model.…
Descriptors: Foreign Countries, Cartoons, Animation, Childrens Television
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Ramadan Abdunabi; Ilham Hbaci; Teddy Nyambe – Information Systems Education Journal, 2024
Programming is a major subject in various Information Systems (IS) programs, with students often finding it a challenging skill to acquire. While there is extensive literature on factors helping students learn to program, most of which focuses on non-IS students. Due to the increasing demand for professionals with programming skills, there is a…
Descriptors: Influences, Programming, Self Efficacy, Computer Science Education
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Carsten Lecon – Athens Journal of Education, 2024
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Artificial Intelligence
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – Cognition and Exploratory Learning in the Digital Age, 2024
This edited volume presents the latest research focussing on current challenges on the deployment of smart technologies and pedagogies for supporting teaching and learning in the post-covid19 era. This is at the core of studying the evolution of the learning process, the role of technology-supported pedagogical approaches, and the progress of…
Descriptors: Teaching Methods, Influence of Technology, Educational Technology, Professional Development
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Neelima Bhatnagar; Victoria Causer; Michael J. Lucci; Michael Pry; Dorothy M. Zilic – Information Systems Education Journal, 2024
Data analytics is a rapidly growing field that plays a crucial role in extracting valuable insights from large volumes of data. A data analytics practicum course provides students with hands-on experience in applying data analytics techniques and tools to real-world scenarios. This practicum is intended to serve as a bridge between the student's…
Descriptors: Statistics Education, Data Analysis, Practicums, Education Work Relationship
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Balaji Kalluri; Prajish Prasad; Prakrati Sharma; Divyaansh Chippa – IEEE Transactions on Education, 2024
Contribution: This article proposes a new theoretical model with a goal to develop future human computational thinking (CT) in foundational computer science (CS) education. The model blends six critical types of thinking, i.e., logical thinking, systems thinking, sustainable thinking, strategic thinking, creative thinking, and responsible thinking…
Descriptors: Computation, Thinking Skills, Computer Science Education, Critical Thinking
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Paulina Haduong; Karen Brennan – Journal of Technology and Teacher Education, 2024
Online professional learning experiences can address K¬--12 computing teachers' need for content knowledge and professional communities. However, it can be difficult to design effective, large-scale experiences that reach broader audiences while addressing individual teachers' professional needs. We facilitated a two-week online professional…
Descriptors: Computer Science Education, Electronic Learning, Faculty Development, Learning Experience
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Whitney, Michael; Lipford, Heather Richter; Chu, Bill; Thomas, Tyler – Journal of Educational Computing Research, 2018
Many of the software security vulnerabilities that people face today can be remediated through secure coding practices. A critical step toward the practice of secure coding is ensuring that our computing students are educated on these practices. We argue that secure coding education needs to be included across a computing curriculum. We are…
Descriptors: Computer Security, Programming, Coding, Computer Science Education
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Johnson, Marina E.; Misra, Ram; Berenson, Mark – Decision Sciences Journal of Innovative Education, 2022
In the era of artificial intelligence (AI), big data (BD), and digital transformation (DT), analytics students should gain the ability to solve business problems by integrating various methods. This teaching brief illustrates how two such methods--Bayesian analysis and Markov chains--can be combined to enhance student learning using the Analytics…
Descriptors: Bayesian Statistics, Programming Languages, Artificial Intelligence, Data Analysis
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