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Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
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Sukirman, Sukirman; Ibharim, Laili Farhana Md; Said, Che Soh; Murtiyasa, Budi – Informatics in Education, 2022
Research trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR)…
Descriptors: Computation, Thinking Skills, Game Based Learning, Computer Simulation
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Judith Galezer; Smadar Szekely – Informatics in Education, 2024
Spark, one of the products offered by MyQ (formerly Plethora), is a game-based platform meticulously designed to introduce students to the foundational concepts of computer science. By navigating through logical challenges, users delve into topics like abstraction, loops, and graph patterns. Setting itself apart from its counterparts, Spark boasts…
Descriptors: Learning Management Systems, Game Based Learning, Computer Science Education, Teaching Methods
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Marianthi Grizioti; Chronis Kynigos – Informatics in Education, 2024
Even though working with data is as important as coding for understanding and dealing with complex problems across multiple fields, it has received very little attention in the context of Computational Thinking. This paper discusses an approach for bridging the gap between Computational Thinking with Data Science by employing and studying…
Descriptors: Computation, Thinking Skills, Data Science, Classification
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Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
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Panskyi, Taras; Rowinska, Zdzislawa – Informatics in Education, 2021
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of…
Descriptors: Holistic Approach, Video Games, Game Based Learning, Teaching Methods
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Martin, Kit; Horn, Michael; Wilensky, Uri – Informatics in Education, 2019
This paper describes visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that we designed in collaboration with a large American museum. We observed visitors playing the game and talked to them about the experience. The game explores the emergent phenomena of ant behavior. Research has…
Descriptors: Incidence, Schemata (Cognition), Museums, Animal Behavior
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Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
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Gresse von Wangenheim, Christiane; Araújo e Silva de Medeiros, Giselle; Missfeldt Filho, Raul; Petri, Giani; da Cruz Pinheiro, Fernando; Ferreira, M. Nathalie; Hauck, Jean C. R. – Informatics in Education, 2019
Teaching computational thinking in K-12 as a 21st century skill is becoming increasingly important. Computational thinking describes a specific way of reasoning building on concepts and processes derived from algorithms and programming. One way to teach these concepts is games as an effective and efficient alternative. This article presents…
Descriptors: Educational Games, Middle School Students, Middle School Mathematics, Foreign Countries
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Attard, Lara; Busuttil, Leonard – Informatics in Education, 2020
Programming is one of the most important aspects of a Computing course. Teaching programming is a challenging task due to a number of factors, ranging from lack of student problem solving skills to different teaching methods. This paper focuses on Maltese Computing teachers' perspectives about the difficulties encountered when teaching programming…
Descriptors: Teacher Attitudes, Programming, Electronic Learning, Video Games
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Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
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Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
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Mathew, Roy; Malik, Sohail Iqbal; Tawafak, Ragad Moufaq – Informatics in Education, 2019
Problem solving skills are considered an important component in learning to program in an introductory programming (IP) course for novices. This study introduced a PROSOLVE game to enhance problem solving skills of novice programmers in the introductory programming course. The game is based on pseudo-code technique. A survey was employed to…
Descriptors: Problem Solving, Skill Development, Educational Games, Game Based Learning
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Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems