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1. Latin American Women and Computer Science: A Systematic Literature Mapping

2. Evaluation of Question papers by Board of Intermediate and Secondary Education using Item Analysis and Blooms Taxonomy.

3. Who Wants to Be a Computer Scientist? The Computing Aspirations of Students in English Secondary Schools

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

5. THE SIGNIFICANCE OF INVESTIGATING THE RELATIONSHIP BETWEEN MATHEMATICAL THINKING AND COMPUTATIONAL THINKING USING LINGUISTIC ASPECTS.

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

7. Active Learning Strategies in Computer Science Education: A Systematic Review.

8. Rethinking Undergraduate Computer Science Education: Using the 4Es Heuristic to Center Students in an Introductory Computer Science Course.

9. Blockchain in the accounting, auditing and accountability fields: a bibliometric and coding analysis.

10. Reflections on 50 Years of Experience in Educational Technology.

11. Empirical Evaluation of a Differentiated Assessment of Data Structures: The Role of Prerequisite Skills.

12. Education 4.0 in higher education and computer science: A systematic review.

13. Introducing Computer Science Unplugged in Pakistan: A Machine Learning Approach.

14. A BIBLIOMETRIC STUDY ON BLOCKCHAIN CONCEPT: A THEME ANALYSIS AND FUTURE DIRECTIONS FOR COMPUTER SCIENCE TRAINING.

15. A Review of the Supports Available to Third-Level Programming Students in Ireland.

16. Is being clever enough? Young people’s construction of the ideal student in computer science education.

17. Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education.

18. Cybersecurity Index for Undergraduate Computer Science Courses in the UK.

19. Computer Science Teacher Capacity: The Need for Expanded Understanding.

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

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

22. A Data-driven Identification of Teaching Patterns.

23. Abstraction in Computer Science Education: An Overview.

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

25. THE POSITIVE IMPACT OF HIGH SCHOOL COMPUTER SCIENCE COURSES.

26. Gamifying Computer Science Education for Z Generation.

27. How patent rights affect university science.

28. Fostering the development of computer science graduate employability through agile projects.

29. Synthetic biological neural networks: From current implementations to future perspectives.

30. Using Structured Academic Controversy for STEM Education Leadership Programs.

31. Evaluating educational robotics as a maker learning tool for pre-service teacher computer science instruction.

32. Teacher agency and learner agency in teaching and learning a new school subject, Leaving Certificate Computer Science, in Ireland: Considerations for teacher education.

33. Do Stereotypical vs. Counter-stereotypical Role Models Affect Teacher Candidates’ Stereotypes and Attitudes toward Teaching Computer Science?

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

35. Toward Justice in Computer Science through Community, Criticality, and Citizenship: Proposing a justice-centered CS education.

36. Motivationally Appealing Computer Science e-Learning Games: An Inclusive Design Approach.

37. 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.

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

39. Examining computer science education of Asia-Pacific countries successful in the PISA.

40. A Theory of Impacts Model for Assessing Computer Science Interventions through an Equity Lens: Identifying Systemic Impacts Using the CAPE Framework.

41. Computer Science Trends and Trade-offs in California High Schools.

42. Studying Gender While 'Studying Up': On Ethnography and Epistemological Hegemony.

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

44. Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education.

45. Generative computing: African-American cosmetology as a link between computing education and community wealth.

46. Achieving CS for All Could Take Decades.

47. An Event Listener or an Event Handler? Students Explain Event-drivenness in JavaScript