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1. Reflections on sustained debugging support: conjecture mapping as a point of departure for instructor feedback on design.

2. A New Course "Algebra + Computer Science": What Should Be Its Outcomes and Where It Should Start.

3. Modularization for mastery learning in CS1: a 4-year action research study.

4. Towards a Tutoring System to Support Robotics Activities in Classrooms – Two Wizard-of-Oz Studies.

5. Ancestral Computing for Sustainability: Centering Indigenous Epistemologies in Researching Computer Science Education.

6. Can we do better? a classification of algorithm run-time-complexity improvement using the SOLO taxonomy.

7. Computational Thinking, Between Papert and Wing.

8. Real Coding and Real Games: Design and Development of a Middle School Curriculum Using Unity 3D.

9. Predicting Freshmen Attrition in Computing Science using Data Mining.

10. Teachers' Perspectives on Culturally-Relevant Computing: Principles and Processes.

11. A Research-Practice Partnership Approach for Co-Designing a Culturally Responsive Computer Science Curriculum for Upper Elementary Students.

12. Teaching Programming Online: Design, Facilitation and Assessment Strategies and Recommendations for High School Teachers.

13. Introduction to the Special Issue on Computer Science Education.

14. We game on skyscrapers: the effects of an equity-informed game design workshop on students' computational thinking skills and perceptions of computer science.

15. Fostering computational thinking through unplugged activities: A systematic literature review and meta-analysis.

16. Introducing the Final TechTrends Issue of 2023.

17. Fostering Equity in Computer Science Education: Principles from a Feminist Standpoint Conceptual Framework.

18. Robotics in universal prekindergarten classrooms.

19. Incorporating sustainability in material science education: Adapting computer aid programs in teaching materials sustainability.

21. Game-based learning in computer science education: a scoping literature review.

22. A multimodal analysis of college students' collaborative problem solving in virtual experimentation activities: a perspective of cognitive load.

23. Survey of Law Student Awareness and Use of Captions.

24. Youth Hackathons in Computing for the Community: A Design Case.

25. How to help digital-native students to successfully take control of their learning: A return of 8 years of experience on a computer science e-learning platform in higher education.

26. The Impact of COVID-19 on U.S. Computer Science Faculty's Turnover Intentions: The Role of Gender.

27. Do project-based learning, hands-on activities, and flipped teaching enhance student's learning of introductory theoretical computing classes?

28. Examining Science and Technology/Engineering Educators' Views of Teaching Biomedical Concepts Through Physical Computing.

29. Promoting the AI teaching competency of K-12 computer science teachers: A TPACK-based professional development approach.

30. Game design and didactic transposition of knowledge. The case of progo, a game dedicated to learning object-oriented programming.

31. Learning programming through robots: the effects of educational robotics on pre-service teachers' programming comprehension and motivation.

32. Explicit instruction in the context of whole-tasks: the effectiveness of the task-centered instructional strategy in computer science education.

33. A framework for measuring abstraction as a sub-skill of computational thinking in block-based programming environments.

34. The effectiveness of unplugged activities and programming exercises in computational thinking education: A Meta-analysis.

35. Breaking the Code: Confronting Racism in Computer Science through Community, Criticality, and Citizenship.

36. A Virtual Professional Development Program for Computer Science Education During COVID-19.

37. Debugging behaviors of early childhood teacher candidates with or without scaffolding.

38. Integration of problem-based learning in elementary computer science education: effects on computational thinking and attitudes.

39. Comparing learners' knowledge, behaviors, and attitudes between two instructional modes of computer programming in secondary education.

40. Culturally Responsive Debugging: a Method to Support Cultural Experts' Early Engagement with Code.

41. The symbiotic relationship between educational robotics and computer science in formal education.

42. Does one size fit all? Investigating the effect of group size and gamification on learners' behaviors in higher education.