- Conference Session
- Technology-Related Educational Research
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- 2016 ASEE Annual Conference & Exposition
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Ting-Ting Wu, Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology; Yueh-Min (Ray) Huang, Cheng-Kung University; Rustam Shadiev, Department of Engineering Science, National Cheng Kung University
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Diversity
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Computers in Education
infrastructure for recording portfolios, amethodology to dynamically record and analyze those data collected in response to learningenvironments and learning conditions is essential for the development of students’ creativityin learning. A sound analysis on learning portfolios and exploring those links among learningbehaviors will substantially lead us to discover the factors that motivate creativity andobtained findings can be used by educators for teaching, guidance, and assistance.Therefore, this study explores two analytic factors: learning behavior and cognition portfolioin light of the theory of creativity development. According to the instructional outline andlearning objectives of the engineering curriculum, in this study we introduce the
- Conference Session
- Computers in Education Engineering Division Poster Session
- Collection
- 2015 ASEE Annual Conference & Exposition
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Neelam Soundarajan, Ohio State University; Swaroop Joshi, Ohio State University; Rajiv Ramnath, Ohio State University
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Diversity
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Computers in Education
well as the web and the internet are used extensively in higher education,this use has been mostly limited to such purposes as making video lectures and other resourcesavailable to students; for allowing students at distance locations to attend classes via suitable com-munication links; and for allowing a limited amount of interaction via e-mail etc. among studentsand between students and instructors. The use of technology for enabling effective interaction be-tween students for cooperative learning has been quite limited. By contrast, there have been anumber of investigations of the use of technology in the K-12 setting to enable various types ofinteraction among children to help improve their learning. Our work seems unique in its use
- Conference Session
- Computers in Education 2 - Programming 2
- Collection
- 2021 ASEE Virtual Annual Conference Content Access
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Safia Malallah, Kansas State University; Khaled Nasser Alsalmi, The Public Authority for Applied Education and Training; Joshua Levi Weese, Kansas State University
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Diversity
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Computers in Education
enhance analytical abilities and promote problem-solving skills usingmultiple levels of abstraction [15]. Institutes define the CT according to unique goals and standards, meaning no unifiedCT definitions exist among researchers. For example, the International Society for Technologyin Education (ISTE) defines CT as a systematic approach for solving problems in computersciences and other subject areas and careers [16]. According to the K–12 Computer ScienceFramework, CT is closely related to computer sciences, specifically the capabilities ofcomputers for solving various problems using algorithms. The framework includes corepractices for promoting the computing culture, collaborating using computing, definingcomputational problems
- Conference Session
- Technical Session 11: Topics related to Computer Science
- Collection
- 2019 ASEE Annual Conference & Exposition
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Leila Zahedi, Florida International University; Monique S Ross, Florida International University; Jasmine Skye Batten, Florida International University
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Diversity
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Computers in Education
students. Given that the literaturesurrounding gamification in different fields has mixed results, and that the research completed byGaffney & Dunphy (2015) suggested that the use of gamification enhanced women’s socialbenefits, further research needs to be completed in order to verify or confirm this phenomenon inrelation to women. The critical need for women representation in computer science and the growthof the computer science field behooves us to research gamification and its effect on womencomputer science students. Specifically, which of the aforementioned factors apply to women.These factors and additionally, the impacts of specific game elements, need to be explored furtherin order to determine whether the pursuit of gamification in