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1. Explaining Code Examples in Introductory Programming Courses: LLM vs Humans

2. Cheaters or AI-Enhanced Learners: Consequences of ChatGPT for Programming Education

3. Redesigning CS 100 in the Context of a Changing University Curriculum

4. Student-Driven Programming Instruction: A Follow-Up Study

5. Justifications for the Study of Computers on the Curriculum: Neo-Vocational Ideology Veiled in Progressive Educational Discourse

6. The Evolution of IoT Education within an IT Curriculum

7. Applying Threshold Concepts Strategies to Teaching Computing Students in an ODL Context

8. Girls Who Code Program Evaluation: Final Report

9. Using Mobile Dual Eye-Tracking to Capture Cycles of Collaboration and Cooperation in Co-Located Dyads

10. Towards More Sustainable Higher Education Institutions: Implementing the Sustainable Development Goals and Embedding Sustainability into the Information and Computer Technology Curricula

11. Automated Grading and Feedback Tools for Programming Education: A Systematic Review

12. Teaching Ethics in Computing: A Systematic Literature Review of ACM Computer Science Education Publications

13. Incorporating DRAGON12-Light Trainer Board in an Introductory Microprocessors Course

14. Teaching Tip: Leveraging Learning Strategies at Scale -- Big and Small Changes in a Big iS Course

15. Transfer-Intending Women in Computing: An Exploratory Analysis of Trends, Characteristics, and Experiences Shaping Women's Computing Participation

16. The Data Awareness Framework as Part of Data Literacies in K-12 Education

17. Digital Assessment: Impact on Student Motivation, Peer Learning, Group Dynamics

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

19. Analysis and Evaluation of a Searchable Exercise Repository for Training Java Programming

20. Active Learning Methodologies for Teaching Programming in Undergraduate Courses: A Systematic Mapping Study

21. ARIadne - An Explanation Model for Digital Artefacts

22. Leveraging VR/AR/MR/XR Technologies to Improve Cybersecurity Education, Training, and Operations

23. Service-Learning Methodology to Develop Bachelor's Thesis in Information and Computer Science Degrees

24. Modularization for Mastery Learning in CS1: A 4-Year Action Research Study

25. Eight-Year-Olds' Naïve and Acquired Knowledge about Computer Viruses: A Mixed Methods Study

26. Transfer of Responsibility from Scaffolding to Preservice Early Childhood Teachers Learning to Debug

27. Comparing the Effects of Plugged-In and Unplugged Activities on Computational Thinking Development in Young Children

28. Demonstrating the Use of a Professional Skills Framework to Support the Assessment of Dispositions in IT Education

29. The Impact of Teaching Computer Programming in Tanzanian Primary Schools

30. Programmatic Strategies to Engage and Support Undergraduate Women in Applied Mathematics and Computer Science

31. Introduction to Informatics in a Peruvian Penitentiary Using CS Unplugged: From University to Penitentiary

32. A Knowledge Graph Perspective on Research Status, Hot Spots, and Frontier Trends of Information Technology Education towards Promoting Educational Policy in China

33. Enhancing Computational Thinking Skills through Artificial Intelligence Education at a STEAM High School

34. 'ML-Quest': A Game for Introducing Machine Learning Concepts to K-12 Students

35. Design of a Personalised Adaptive Ubiquitous Learning System

36. A Pedagogical Orientation System Based on Blockchain Technology and Machine Learning

37. Teaching Tip: Enhancing Student's Understanding of Enterprise Systems Using Salesforce

38. Building a Self-Evolving Imonsters Board Game for Cyber-Security Education

39. Collaborative Troubleshooting in STEM: A Case Study of High School Students Finding and Fixing Code, Circuit and Craft Challenges in Electronic Textiles

40. After Mainframes: Computer Education and Microcomputers in Western Switzerland during the 1980s and 1990s

41. Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study

42. Project-Based Introduction to Computing in Construction Management Curriculum: A Case Study

43. Cheaters or AI-Enhanced Learners: Consequences of ChatGPT for Programming Education.

44. Integrating Computational Thinking and Data Science: The Case of Modding Classification Games.

45. Computer cooking vs. problem solving.

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

47. Comparing Sequential Forecasters.

48. Justifications for the study of computers on the curriculum: Neo‐vocational ideology veiled in progressive educational discourse.

49. Analysis and Evaluation of a Searchable Exercise Repository for Training Java Programming.

50. On Predicting Exam Performance Using Version Control Systems' Features.