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Aifan, Hanan – E-Learning and Digital Media, 2022
In this industrial age, skills required in most jobs are 21st-century skills. The current study aimed to investigate whether there is a relationship between implementing project-based collaborative learning using PowerPoint and improving students' 21st-century skills from the students' perspectives. It also examines whether there is a significant…
Descriptors: Active Learning, Student Projects, Cooperative Learning, Computer Software
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Georgia M. Kapitsaki – IEEE Transactions on Education, 2024
Contribution: Reporting of students' view on the use of preparatory sprint and virtual meetings, as well as on the workload effort in combination with coding artifacts in a Scrum-variant project-based course. Background: Scrum has been adopted to a large extent in Software Engineering (SE) courses. Relevant aspects have been examined in the…
Descriptors: College Faculty, College Students, Computer Software, Programming
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Kalinga, Ellen A. – Journal of Learning for Development, 2021
This paper demonstrates the learning of software engineering through modeling using Object-Oriented Analysis and Design approach with Unified Modeling Language. An online interview management system case project to the whole class was used to develop the software requirement specification. Through modelling, the processes to be considered in…
Descriptors: Mathematical Models, Computer Software, Student Projects, Active Learning
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Jones, Kevin; Mendez, J. D. – Journal of Education for Business, 2021
3D printing and interdisciplinary collaboration were used to enhance an existing problem-based, team learning project in an undergraduate management course. In addition to the more traditional steps common to team building in group work, students were tasked with designing a prototype product with a basic computer-aided drawing program and then…
Descriptors: Interdisciplinary Approach, Undergraduate Students, Cooperative Learning, Printing
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Fernandes, Sandra; Dinis-Carvalho, José; Ferreira-Oliveira, Ana Teresa – Education Sciences, 2021
The purpose of this paper is to analyze the effectiveness of Scrum for project and team management in PBL teams in higher education. To attain this goal, a study was carried out to analyze students' perceptions about Scrum as an effective method for PBL teams. Based on two different editions of PBL that used the Scrum method with different…
Descriptors: Cooperative Learning, Active Learning, Student Projects, Computer Software
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Kumar, Vishesh; Tissenbaum, Mike – British Journal of Educational Technology, 2022
This paper presents an implementation of Connected Spaces (CxS)--an ambient help seeking interface designed and developed for a project-based computing classroom. We use actor network theory (ANT) to provide an underutilized posthumanist lens to understand the creation of collaborative connections in this Computational Action-based implementation.…
Descriptors: Social Behavior, Cooperative Learning, Student Projects, Active Learning
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Müller, Stefan – Journal of Educational Technology Systems, 2023
Lectures and seminars increasingly strive for continuous interactions between learners and the instructor. I study whether the communication program Slack contributes to these goals by analyzing daily activity statistics in methodological and project-based postgraduate courses at an Irish university. Both semester-long courses were taught online…
Descriptors: Computer Mediated Communication, Computer Software, Peer Relationship, Cooperative Learning
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Rejón-Guardia, Francisco; Polo-Peña, Ana Isabel; Maraver-Tarifa, Guillermo – Journal of Computing in Higher Education, 2020
The international higher education system should be grounded in an educational approach in which teaching and learning methods aim to transform the student into an active agent in their learning process. The present study aims to learn how intention to use a personal learning environment based on Google applications for supporting collaborative…
Descriptors: Educational Environment, Computer Software, Internet, Active Learning
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Kurelovic, Elena Krelja – International Society for Technology, Education, and Science, 2022
The focus of this paper is on using the Arduino as an educational tool and encouraging equal participation of women in the ICT filed. The purpose is to contribute to the understanding of gender differences in working and learning on Arduino projects. The target population consists of first-year undergraduate students of Informatics where male…
Descriptors: Gender Differences, Learning Processes, Undergraduate Students, Information Science Education
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Koranteng, Felix Nti; Sarsah, Francis K.; Kuada, Eric; Gyamfi, Samuel Adu – Education and Information Technologies, 2020
Technology has penetrated all aspects of the society in recent years. In the education sector, collaborative software such as GoogleDocs is pervasively used by both faculty and students. This is often because they enable frequent, cheaper and faster communication opportunities. Nonetheless, little evidence exists on the factors that influences its…
Descriptors: Computer Uses in Education, Computer Assisted Instruction, Computer Software, Cooperative Learning
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Sankaranarayanan, Sreecharan; Kandimalla, Siddharth Reddy; Cao, Mengxin; Maronna, Ignacio; An, Haokang; Bogart, Chris; Murray, R. Charles; Hilton, Michael; Sakr, Majd; Penstein Rosé, Carolyn – Information and Learning Sciences, 2020
Purpose: In response to the evolving COVID-19 pandemic, many universities have transitioned to online instruction. With learning promising to be online, at least in part, for the near future, instructors may be thinking of providing online collaborative learning opportunities to their students who are increasingly isolated from their peers because…
Descriptors: Curriculum Development, Cooperative Learning, Active Learning, Student Projects
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DenHouter, John; Whetstone, Rodrick; Dickman, Therese Zoski – Art Education, 2023
Can a building's ornamentation grow and change? Can it inspire artists, educators, and other scholars to be creative in new ways? In this article, the authors, an instructional faculty team of two studio art professors and the fine arts librarian at Southern Illinois University Edwardsville (SIUE), describe how its collection of Louis H. Sullivan…
Descriptors: Art Education, Cooperative Learning, Student Projects, Influence of Technology
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Hulshult, Andrea R. – Information Systems Education Journal, 2021
This study aims to examine the effectiveness and value of using Agile work practices to enhance group satisfaction in project-based courses. This study explores student perceptions of using Agile in a group, project-based course to support how Agile can be utilized in higher education to positively enhance group collaboration and teamwork. Surveys…
Descriptors: Student Satisfaction, Group Activities, Group Dynamics, Cooperative Learning
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Davy Tsz Kit Ng; Jiahong Su; Jac Ka Lok Leung; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
Artificial intelligence (AI) literacy has emerged to equip students with digital skills for effective evaluation, communication, collaboration, and ethical use of AI in online, home, and workplace settings. Countries are increasingly developing AI curricula to support students' technological skills for future studies and careers. However, there is…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Secondary School Students
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Houghton, Tony; Lavicza, Zsolt; Diego-Mantecón, Jose Manuel; Fenyvesi, Kristof; Weinhandl, Robert; Rahmadi, Imam Fitri – Journal of Technology and Science Education, 2022
Collaborative Problem Solving (CPS) has been widely used in both industry and in schools over at least the last twenty years. The Industry Hothousing variant of CPS is an intensive, time-constrained workshop-based process to build mutual trust between customers and industry experts in order to synergically develop creative solutions. The main…
Descriptors: Cooperation, Problem Solving, Cooperative Learning, Industry
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