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Showing 1 to 15 of 593 results Save | Export
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Mas, Antonia; Mesquida, Antoni-Lluis; Colomo-Palacio, Ricardo – IEEE Transactions on Education, 2021
Contribution: This article presents a research for enhancing the computer science students' perception on the software project management subject. The main objective of this article is double. The first one is to redesign the current course by including new teaching and new learning methods that encourage students to learn the project management…
Descriptors: Computer Science Education, Computer Software, Program Administration, Student Attitudes
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Luse, Andy; Brown, Amanda; Rursch, Julie – IEEE Transactions on Education, 2021
Contribution: A novel approach to remote instruction in 802.11 technology is described using the virtual lab technology. Background: Lab-based education has been a staple of computing education for decades. By interacting with the technology, students are able to gain a much greater understanding of the subject through hands-on activities.…
Descriptors: Distance Education, Technology Education, Experiential Learning, Computer Networks
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Samoila, Cornel; Ursutiu, Doru – IEEE Transactions on Education, 2021
Contribution: From the moment when universities began to talk about learning environment instead of classes and schools, a summative notion that entails knowledge transfer heralds an important stage of redefining the basic elements of learning. A learning environment requires the transition from learning rounding off toward open learning, without…
Descriptors: Educational Change, Educational Experiments, Experiential Learning, Conventional Instruction
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Oren, Mehmet; Pedersen, Susan; Butler-Purry, Karen L. – IEEE Transactions on Education, 2021
Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of…
Descriptors: Video Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Zhu, Hongwei; Shen, Yuzhong – IEEE Transactions on Education, 2021
Contribution: An approach of integrating financial literacy into an introductory programming course is introduced. New learning materials are developed and the impact of the approach on motivating students and improving learning outcomes are evaluated using mixed methods. Background: More than two-thirds of college students in the U.S. graduate…
Descriptors: Money Management, Computer Science Education, Programming, Introductory Courses
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Ayuso, Natalia; Fillola, Elena; Masia, Belen; Murillo, Ana C.; Trillo-Lado, Raquel; Baldassarri, Sandra; Cerezo, Eva; Ruberte, Laura; Mariscal, M. Dolores; Villarroya-Gaudo, Maria – IEEE Transactions on Education, 2021
Contribution: Significant gender differences are observed on primary school students' perception of self-efficacy and test anxiety in mathematics. Girls perceive themselves to be significantly worse than boys in mathematics and report higher test anxiety toward mathematics exams. Gender differences in self-efficacy become more pronounced as…
Descriptors: Gender Differences, Age Differences, STEM Education, Elementary School Students
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Ko, Chia-Yin; Leu, Fang-Yie – IEEE Transactions on Education, 2021
Contribution: This study applies supervised and unsupervised machine learning (ML) techniques to discover which significant attributes that a successful learner often demonstrated in a computer course. Background: Students often experienced difficulties in learning an introduction to computers course. This research attempts to investigate how…
Descriptors: Undergraduate Students, Student Characteristics, Academic Achievement, Predictor Variables
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Naveh, G.; Bykhovsky, D. – IEEE Transactions on Education, 2021
Contribution: This research presents a case study of an online peer assessment (PA) implementation in a random processes course. Students were required to submit simulation assignments, and then to evaluate their peers' submissions. The research explored the students' perception of the activity throughout the course using surveys, and their…
Descriptors: Electronic Learning, Peer Evaluation, Undergraduate Students, Engineering Education
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Xu, Zhuojia; Yuan, Hua; Liu, Qishan – IEEE Transactions on Education, 2021
Contribution: This article explored blended learning by implementing a student-centered teaching method based on the flipped classroom and small private online course (SPOC). The impact of general online learning behavior on student performance was analyzed. This work is practical and provides enlightenment for learning analysis and individualized…
Descriptors: Academic Achievement, Blended Learning, Prediction, Performance Factors
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Lavi, Rea; Dori, Yehudit Judy; Dori, Dov – IEEE Transactions on Education, 2021
Contribution: The authors present a methodology for assessing both novelty and systems thinking, as expressed in the same conceptual models constructed by graduate engineering students. Background: Companies worldwide seek employees with creativity and systems thinking, since solving design problems requires both skills. Novelty and usefulness are…
Descriptors: Novelty (Stimulus Dimension), Systems Approach, Graduate Students, Engineering Education
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Precup, Radu-Emil; Hedrea, Elena-Lorena; Roman, Raul-Cristian; Petriu, Emil M.; Szedlak-Stinean, Alexandra-Iulia; Bojan-Dragos, Claudia-Adina – IEEE Transactions on Education, 2021
This article proposes an approach based on experiments to teach optimization technique (OT) courses in the Systems Engineering curricula at undergraduate level. Artificial intelligence techniques in terms of nature-inspired optimization algorithms and neural networks are inserted in the lecture and laboratory parts of the syllabus. The experiments…
Descriptors: Engineering Education, Teaching Methods, Systems Approach, Undergraduate Students
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Eickholt, Jesse; Johnson, Matthew R.; Seeling, Patrick – IEEE Transactions on Education, 2021
Contribution: Practical active learning stations (PALSs)-equipped classrooms function similar to prototypical active learning classrooms (ALCs). They support student collaboration and active learning pedagogies but at a fraction of the cost. Background: Active learning pedagogies and active learning technology are revitalizing STEM education and…
Descriptors: Active Learning, Classroom Environment, Computer Uses in Education, Classroom Design
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Troussas, Christos; Krouska, Akrivi; Sgouropoulou, Cleo – IEEE Transactions on Education, 2021
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers…
Descriptors: Undergraduate Students, Intelligent Tutoring Systems, Computer Science Education, Programming
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Frontera, Paul J.; Rodriguez-Seda, Erick J. – IEEE Transactions on Education, 2021
Contribution: This article presents a project-based learning (PBL) activity for use in the instruction of network attacks on cyber-physical systems. Student learning is analyzed to determine the project's contribution to learning outcome attainment. Background: The literature contains a significant amount of research on the benefits of PBL as a…
Descriptors: Student Projects, Teaching Methods, Computer Security, Information Security
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Fraire, Juan A.; Duran, Juan E. – IEEE Transactions on Education, 2021
Contribution: In a context where hands-on courses are biased toward specific technologies, a novel creativity-provoking instructional approach for networking undergraduate courses is successfully applied following action research principles and active and creative learning techniques. Background: Extensive engineering-oriented networking courses…
Descriptors: Experiential Learning, Creativity, Curriculum Development, Teaching Methods
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