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The Internet as well as social networks substantially affected the way especially schoolchildren spend their free time. The aim of the research was to determine potential Internet addiction in students. The research sample consisted of students of Slovak secondary professional schools. Standardized questionnaires were used. The final questionnaire was divided into three parts. In the first part, we...
Biotechnologists have stayed at the forefront for practical applications for computing. As hardware and software for computing have evolved, the latest advances have found eager users in the area of bioprocessing. Accomplishments and their significance can be appreciated by tracing the history and the interplay between the computing tools and the problems that have been solved in bioprocessing.
The present study reports findings on students' perceptions in Electrical/Electronic Engineering courses from four higher education institutions: two Portuguese and two Brazilian. This study was based on a questionnaire previously validated that contains two main parts: student characterization and a list of forty-four items, divided in six groups (Teacher Involvement Perception, Student Interest,...
This paper describes an on-going near-space, high-altitude ballooning program at Gannon, aimed for improving student learning experience via undergraduate research. Through team members' laboratory-based extracurricular activities in a complete cycle of an engineering design, our program is also intended to contribute to the development of the STEM workforce, particularly in electrical and computer...
The use of computer based games for education can improve the learning process. The design of computer based games and the way the users might interact with them is an important and open issue as there are many possibilities and variables to take into account. This paper describes the design and evaluation of shopC, an educational computer board game driven by technology, based on the traditional...
Many computing students do not receive adequate training in software quality management. Some students do not have the opportunity to practice software process improvement activities even if they do see the topics covered in their course lectures and textbooks. Serious games are gaining popularity as a means of instruction in higher education. Some excellent prescriptive software process simulation...
We present a case study on how a team of instructors put learner-centered principles into practice in a large undergraduate course on Human-Computer Interaction (HCI) that was run in 4 parallel groups of about 50 students. The course stands on the crossroads between software engineering, business, and research in so far as student-teams apply human-centered design techniques to develop mobile apps,...
this paper aims to present a students' clustering method based on their backward knowledge of a specific domain. The categorization process uses the tracking information of students' answers in multiple choice questions (MCQ). We used an enhanced MCQ representation in which all the choice items (right or wrong) are linked to an existing conceptual map. We track the students' answers and propose a...
In a technology-fueled world, coding is an essential skill for young people. MOOCs (Massive Open Online Courses), which are free online courses available to a very large number of people, are an effective and increasingly popular option for teaching scientific topics to a worldwide audience. However, despite the large number of MOOCs available on computer science, there is a scarcity of coding-related...
Compared with conventional keyboard and mouse systems, touch sensing input devices provide more accurate and direct interaction with the user. More and more touch devices appear in various domains. To keep up with this technology change, we have introduced touch sensing technologies to electrical and computer engineering technology students by using the project-based learning (PBL) approach. Our experiences...
This paper describes the course that was developed at the authors' University to introduce all first-year engineering students to the fundamentals of computer programming within the context of solving engineering problems. This two credit-hour, semester-long course incorporates the programming language MATLAB and is a required course for students who major in civil, electrical, and mechanical engineering...
One of the main difficulties of the literacy process is the question of the spelling of the Portuguese language, which has no regularity in relation to issue of letter-sound conversion. The advancement of technology in the educational environment has become the most dynamic and engaging lessons for students and teachers. The use of natural interfaces makes it the simplest and easiest applications...
The learning of reading is one of the challenges of school and one of its most important activities, because reading is the basis for other school activities and a fundamental element for the exercise of citizenship. The applied behavior analysis have been useful for the development of reading and writing instruction programs by means of two paradigms: the stimulus equivalence that seeks to identify...
Pattern recognition is one of the fundamental competencies associated with computational thinking and STEM education. Although much has been written to define computational thinking (CT), we argue that CT is a multi-faceted construct and specific aspects of CT (such as pattern recognition) should be examined. The purpose of this study is to conduct a systematic review of literature on pattern recognition...
Computational Thinking was an important way to study computer science and it explained the relationships between human, calculation and computer in terms of thinking. The computer science was raised from the theory of tools to the height of thinking. This paper introduced three levels of Computational Thinking: Computational Thinking in computer science, Computational Thinking in computing science...
Video games are a popular technology adopted by educators to help teach ideas. The benefits are due to pedagogically beneficial characteristics of such games including their ability to adapt to the learner, allow failure, and entertain and engage players. However, designing a video game is a significant effort that takes time and may not even teach the desired learning objective(s). In this work,...
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...
The percentages of women in undergraduate electrical and computer engineering programs at Iowa State University averages below the national average. An external assessment of diversity and inclusion provided an impetus for faculty, staff and administrators to discuss issues, focus on specific areas, and collaborate on planning. In particular, the department has teamed up with the university's Program...
This paper presents a novel interdisciplinary approach to aid with the growing concern about how to showcase computer science and engineering degrees to pre-university level students. This novel approach is based on empowering students to create their own music-related game using real music instruments. In order to allow the students to program their games we have used the Greenfoot Introductory Learning...
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