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Now–a-days teaching in classroom through traditional techniques like lecture and discussion makes the students as passive learners. To activate the minds of the students of various categories (slow, medium and fast learners) effective learning techniques are used in most of corporate educational institutions. The effective teaching and learning techniques in classroom transforms the students from...
The goal of the instruction should be to induce the students to adopt a deep approach to subjects that are important for their professional and personal development. In to facilitate way, Inductive teaching methods motivate the students, tend to keep the students interested and actively engaged in their learning tasks. There are varieties of inductive learning approach where one approach is quite...
Game based-learning methods are largely adopted in many academic fields. The multi-dimensional virtual reality based learning games help the learners to understand the problem dynamics effectively and to construct optimal solutions for them. This shows that games help learners in problem solving and enhancing their performance. Still the implementation of game-based learning is new to software engineering...
Computer Science (CS) seems to be everywhere - in our smartphones, apps, cars, watches and so much more. It is integrated into almost every discipline and has a growing importance in our daily lives, yet even with top salaries, exciting companies, and promising careers, the job market remains underpopulated and under-representative of women. Though its applications are everywhere, CS is an often misunderstood...
The purpose of engineering education is to develop certain skills along with domain knowledge. In the domain of electronic circuit problem solving is very important skill. Though students are trained to solve circuit analysis problems they find it difficult to interpret, write equations to get the solution. These Multiple representation skills should be developed to solve the problem correctly. In...
Empirical studies have shown that teaching and learning Design Patterns is a challenging task.This paper evaluates suitability of Process Oriented Guided Inquiry Learning (POGIL) as an effective method to teach and learn Design Patterns. We measured the impact of POGIL on overall performance of students. The results indicate that students who were taught Design Patterns using POGIL performed better...
Social loafing and free riding are common phenomena that may hinder crowdsourcing. The purpose of this work is to identify the minimum conditions that can promote cooperation and group problem solving avoiding free riding and social loafing. We assume two kinds of scenarios (Recipe A, free riders have access to benefits produced by groups and Recipe B, the benefit produced by groups are shared only...
In learning analytics, we use eye tracking technology to get deeper insights into the learning processes. In this paper, we propose to capture eye movements (fixation points and saccades) of learners of mathematics. The study aims at using eye tracking technology to understand the correlation between attention, gaze patterns and performance. The captured data will help us understand the relationships...
The purpose of this study was to explore the college students as subjects in an experiment with the lotus blossom technique in teaching in terms of the students' potentiality of creative problem solving and performance of creative problem solving competency after creative works were accomplished. The creative problem solving competences were analyzed by means of Potentiality Questionnaire for Creative...
Artificial Intelligence (AI) already plays a major role in our daily life (e.g. intelligent household appliances like robotic vacuum cleaners or AI-based applications like Google Maps, Google Now, Siri, Cortana, …). Sound knowledge about AI and the principles of computer science will be of vast importance for future careers in science and engineering. Looking towards the near future, jobs will largely...
Ensuring satisfactory results by using problem-based learning in education in the Computing area is challenging. Faithfully maintaining the philosophy of PBL requires not only full compliance with its principles but also that its processes are managed efficiently. To facilitate the adoption of PBL, especially as to managing its processes, this article puts forward a framework based on Demig's PDCA...
The significant initial time commitment to create online content required for flipped classrooms may pose an obstacle to their implementation, despite the known learning benefits. We hypothesize that flipping only specific, problematic topics may still provide benefits to students with less instructor preparation. In this study, we targeted a flipped classroom toward a single, difficult course unit...
Some researchers consider that the benefits of Computational Thinking (CT) in education are unclear, and therefore a quantitative study to understand the effects of CT skills in the basic levels of formal education is needed. The present study aims to analyze the effects of CT on the academic performance of students in high school. We seek to answer the following research questions: (RQ1) Can CT increase...
It is widely acknowledged that many freshmen go to university without any prior grounding in computer science. Recent studies conducted in the US have shown that not only do high school students lack any exposure, but also they possess ill-conceived notions of what computer science is, a problem also affecting their parents, teachers and regional school superintendents. For incoming students, the...
Many institutions are offering online courses, as part of their regular schedule, to provide more flexible course offerings to students with the hope of some cost savings in the end. In this paper, we will focus on examining some of the students' ratings and comments that have been reported in student rating of teaching effectiveness (SRTE) surveys, for an online introductory programming course, during...
In this paper, we experimentally explore the impact of different teaching paradigms on teaching a large-scale iOS programming MOOC consisting of 30,162 students. Our initial approach utilizes methods from our in-person lecturing experience. After launching the initial version of the course, we analyzed our performance and student feedback based on which we recreated and re-launched the entire course...
This work aims to discuss a digital game called Educa+, a small plataform of digital games that challenges the students in Math, Portuguese and Natural Sciences. Developed for iOS systems, the game is based on the Izzi Game and has 12 diamond shaped pieces, each one divided into four coloured triangles. The goal is to arrange the pieces connecting the same color borders in attempt to form the design...
Higher education institutions play an important role in promoting equity and access conditions to adult students. Such role includes the ethical commitment to facilitate learning processes, removing barriers to adult students' entry and persistence in higher education. This paper describes the implementation of flexible learning pathways in a technology and industrial management graduate course targeted...
Data from a design-based pilot study that applied Engineering Report team project in facilitating the development of problem solving skills in a real-world situation are reported. Pedagogies validated in Model Eliciting Activities (MEA) and instructions for solving ill-structured problems are applied to the design and the implementation of the Engineering Report project. Students' written work and...
The capstone design course is a senior level course in large number of civil engineering and construction programs. This course bridges the gap between education and industry by emphasizing project-based learning, asking students to accomplish open-ended project planning and system design. This study aims to investigate the potential of incorporating service learning into capstone courses in Civil...
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