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Start Over You searched for: Topic computer science education Remove constraint Topic: computer science education Publication Year Range Last 10 years Remove constraint Publication Year Range: Last 10 years Publication Type Academic Journals Remove constraint Publication Type: Academic Journals Publisher mdpi Remove constraint Publisher: mdpi
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1. On Predicting Exam Performance Using Version Control Systems' Features.

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

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

4. Achieving Effective Learning Outcomes through the Use of Analogies in Teaching Computer Science †.

5. For CS Educators, by CS Educators: An Exploratory Analysis of Issues and Recommendations for Online Teaching in Computer Science.

6. Qualitative Research Methods for Large Language Models: Conducting Semi-Structured Interviews with ChatGPT and BARD on Computer Science Education.

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

8. Supporting and Sustaining Equitable STEAM Activities in High School Classrooms: Understanding Computer Science Teachers' Needs and Practices When Implementing an E-Textiles Curriculum to Forge Connections across Communities.

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

10. A Fuzzy-Based Evaluation of E-Learning Acceptance and Effectiveness by Computer Science Students in Greece in the Period of COVID-19.

11. Learn-CIAM: A Model-Driven Approach for the Development of Collaborative Learning Tools.

12. Tales from the Exam Room: Trialing an E-Exam System for Computer Education and Design and Technology Students.

13. Gamifying Computer Science Education for Z Generation.

14. Bridging the Gap between Project-Oriented and Exercise-Oriented Automatic Assessment Tools.

15. Exploring the Predictive Potential of Complex Problem-Solving in Computing Education: A Case Study in the Introductory Programming Course.

16. Design and Validation of a Computational Thinking Test for Children in the First Grades of Elementary Education.

17. Computer Science Education in ChatGPT Era: Experiences from an Experiment in a Programming Course for Novice Programmers.

18. The Effect of Robotics-Based Storytelling Activities on Primary School Students' Computational Thinking.

19. Women of Color Leveraging Community Cultural Wealth to Persist in Computing and Tech Graduate Education: A Qualitative Meta-Synthesis.

20. Mapping K-12 Computer Science Teacher's Interest, Self-Confidence, and Knowledge about the Use of Educational Robotics to Teach.

21. Assessment in Software Development for Competitive Environments: An AI Strategy Development Case Study.

22. Investigating the Effect of Binary Gender Preferences on Computational Thinking Skills.

23. Effect of an Instructor-Centered Tool for Automatic Assessment of Programming Assignments on Students' Perceptions and Performance.

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

25. Crossing the Borders: Re-Use of Smart Learning Objects in Advanced Content Access Systems.

26. Automated Hints Generation for Investigating Source Code Plagiarism and Identifying The Culprits on In-Class Individual Programming Assessment.

27. Web of Things Platforms for Distance Learning Scenarios in Computer Science Disciplines: A Practical Approach.

28. Aligning Software Engineering Teaching Strategies and Practices with Industrial Needs.

29. The Development of Cognitive and Noncognitive Skills in Students in the Autonomous Province of Trento.

30. Students as Designers of Augmented Reality: Impact on Learning and Motivation in Computer Science.

31. Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods.

32. The Design and Implementation of a Novel Open Source Massive Deployment System.

33. Perceptions of the Social Relevance of Science: Exploring the Implications for Gendered Patterns in Expectations of Majoring in STEM Fields.

34. Current Trends in Game-Based Learning—Introduction to a Special Collection of Research.

35. TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms †.

36. Automated Assessment in Programming Courses: A Case Study during the COVID-19 Era.

37. A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers.

38. A Systematic Review Exploring the Differences in Reported Data for Pre-College Educational Activities for Computer Science, Engineering, and Other STEM Disciplines.

39. Ants Go Marching—Integrating Computer Science into Teacher Professional Development with NetLogo.