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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. Evaluating Support Systems and Interface Efficiency in Hour of Code's Minecraft Adventurer

6. WWC: Leveraging Extreme Events in Teaching

7. Integrating Segmenting and Gamification Principles in the Design of Interactive Gamified Programming Assessments for Low Achievers

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

9. The Evolution of IoT Education within an IT Curriculum

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

11. Assessment of an English and Business Computer Science Program in Bridging Academia and Job Market in the Democratic Republic of Congo

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

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

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

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

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

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

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

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

20. Girls Who Code Program Evaluation: Final Report

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

22. Learning Analytics Intervention Using Prompts and Feedback for Measurement of E-Learners' Socially-Shared Regulated Learning

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

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

25. ARIadne - An Explanation Model for Digital Artefacts

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

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

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

29. Hack It with EDUCHIC! Educational Hackathons and Interdisciplinary Challenges--Definitions, Principles, and Pedagogical Guidelines

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

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

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

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

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

35. Shifts in STEM Student Perceptions of Online Classes across 18 Months

36. Improving Ray Tracing Understanding with Immersive Environments

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

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

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

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

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

42. Design of a Personalised Adaptive Ubiquitous Learning System

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

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

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

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

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

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

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

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