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Rohde, Jacqueline; Musselman, Lisa; Benedict, Brianna; Verdin, Dina; Godwin, Allison; Kirn, Adam; Benson, Lisa; Potvin, Geoff – IEEE Transactions on Education, 2019
Contribution: This paper found that design experiences can foster engineering identity and belongingness for early career electrical and computer engineering students. Students had different interpretations of what it meant to be an engineer (identity) and their belongingness in engineering. This paper provides novel insights into how students may…
Descriptors: Design, Engineering Education, Self Concept, Engineering
Verbic, Gregor; Keerthisinghe, Chanaka; Chapman, Archie C. – IEEE Transactions on Education, 2017
Engineering education is undergoing a restructuring driven by the needs of an increasingly multidisciplinary engineering profession. At the same time, power systems are transitioning toward future smart grids that will require power engineers with skills outside of the core power engineering domain. Since including new topics in the existing…
Descriptors: Sustainability, Teaching Methods, Active Learning, Student Projects
Marques, Maira; Ochoa, Sergio F.; Bastarrica, Maria Cecilia; Gutierrez, Francisco J. – IEEE Transactions on Education, 2018
Carrying out real-world software projects in their academic studies helps students to understand what they will face in industry, and to experience first-hand the challenges involved when working collaboratively. Most of the instructional strategies used to help students take advantage of these activities focus on supporting agile programming,…
Descriptors: Engineering Education, Computer Software, Cooperative Learning, Metacognition
Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin – IEEE Transactions on Education, 2017
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word…
Descriptors: Teaching Methods, Workshops, Models, Adolescents
Bonarini, A.; Romero, M. – IEEE Transactions on Education, 2013
The authors designed and ran a crash course on emotional robotics involving students from both the Information Engineering School and the Design School of Politecnico di Milano, Milan, Italy. The course consisted of two intensive days of short introductory lessons and lab activity, done in interdisciplinary groups and supported by a well-equipped…
Descriptors: Robotics, Design, Interdisciplinary Approach, Teamwork
Ladeji-Osias, Jumoke O.; Partlow, LaDawn E.; Dillon, Edward C. – IEEE Transactions on Education, 2018
Contribution: This paper shows that participating in a year-round program for African-American male middle school students (ages 10-14) can positively impact their attitudes toward STEM, their confidence in problem solving and team work, and their interest in STEM careers, but may not impact the interest in taking STEM classes to the same extent.…
Descriptors: African American Students, Males, Middle School Students, Student Attitudes
Chen, Chung-Yang; Hong, Ya-Chun; Chen, Pei-Chi – IEEE Transactions on Education, 2014
Software development relies heavily on teamwork; determining how to streamline this collaborative development is an essential training subject in computer and software engineering education. A team process known as the meetings-flow (MF) approach has recently been introduced in software capstone projects in engineering programs at various…
Descriptors: Computer Software, Curriculum, Student Projects, Teamwork
O'Connell, Robert M. – IEEE Transactions on Education, 2015
Team-based learning (TBL) is a form of student-centered active learning in which students independently study new conceptual material before it is treated in the classroom, and then subsequently spend considerable classroom time working in groups on increasingly challenging problems and applications based on that new material. TBL provides…
Descriptors: Teamwork, Teaching Methods, Engineering Education, Transfer of Training
Crowder, R. M.; Zauner, K.-P. – IEEE Transactions on Education, 2013
The design of any robotic system requires input from engineers from a variety of technical fields. This paper describes a project-based module, "Biologically-Inspired Robotics," that is offered to Electronics and Computer Science students at the University of Southampton, U.K. The overall objective of the module is for student groups to…
Descriptors: Robotics, Engineering Education, Computer Science Education, Biology
Varney, M. W.; Janoudi, A.; Aslam, D. M.; Graham, D. – IEEE Transactions on Education, 2012
Following the success of summer-camp-based programs, a new program has been developed for in-school sessions focused around LEGO robotics to foster interest in STEM topics at a young age. The program has been implemented in a very diverse school, and preliminary results on the efficacy of the program are presented. (Contains 1 table and 6 figures.)
Descriptors: Grade 3, STEM Education, Program Effectiveness, Summer Programs
Rodriguez-Sanchez, M. C.; Torrado-Carvajal, Angel; Vaquero, Joaquin; Borromeo, Susana; Hernandez-Tamames, Juan A. – IEEE Transactions on Education, 2016
This paper presents a case study analyzing the advantages and disadvantages of using project-based learning (PBL) combined with collaborative learning (CL) and industry best practices, integrated with information communication technologies, open-source software, and open-source hardware tools, in a specialized microcontroller and embedded systems…
Descriptors: Case Studies, Cooperative Learning, Engineering Education, Academic Achievement
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Mahnic, V. – IEEE Transactions on Education, 2012
In this paper, an undergraduate capstone course in software engineering is described that not only exposes students to agile software development, but also makes it possible to observe the behavior of developers using Scrum for the first time. The course requires students to work as Scrum Teams, responsible for the implementation of a set of user…
Descriptors: Computer Software, Rural Schools, Undergraduate Students, Surveys
Cheng, Y.-P.; Lin, J. M.-C. – IEEE Transactions on Education, 2010
This paper documents several years of experimentation with a new approach to organizing and managing projects in a software engineering course. The initial failure and subsequent refinements that the new approach has been through since 2004 are described herein. The "constrained and guided" approach, as it is called, has helped to reduce…
Descriptors: Foreign Countries, Student Projects, Computer Software, Engineering
Wilson, P. R.; Wilcock, R.; McNally, I.; Swabey, M. – IEEE Transactions on Education, 2010
This paper describes how an intelligent chip architecture has allowed a large cohort of undergraduate (UG) students to be given effective practical insight into integrated circuit (IC) design by designing and manufacturing their own ICs. To achieve this, an efficient chip architecture, the "Superchip," was developed, which allows multiple student…
Descriptors: Client Server Architecture, Student Projects, Design, Computers