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1. Evaluation of Question Papers by Board of Intermediate and Secondary Education Using Item Analysis and Blooms Taxonomy

2. Invited Paper: Survey of Technology and Skills in Demand: The 2022 Update

3. Breaking the Code: The State of Computer Science Education in America's Public Schools. White Paper No. 206

4. Hybrid Simulation of a Scientific Conference: Inquiry-Based Learning to Enable Master's Degree Students to Acquire Research Skills

5. Sprint, Then Fly: Teaching Agile Methodologies with Paper Airplanes

6. Preparing Students for a Future in Fintech: The Role of Massachusetts Public Universities. White Paper No. 194

7. Not All Tests Are Created Equal: A Quantitative Posttest Only Non-Equivalent Groups Study on the Difference in Computer Science Student Performance between Paper and Online Open-Book Exams

8. Bridging Research and Practice in Science Education: Selected Papers from the ESERA 2017 Conference. Contributions from Science Education Research. Volume 6

9. Teaching Tip: How to Teach Information Systems Students to Design Better User Interfaces through Paper Prototyping

10. Gender and Belonging in Undergraduate Computer Science: A Comparative Case Study of Student Experiences in Gateway Courses. WCER Working Paper No. 2016-2

11. A Gamification-Based Tool to Promote Accessible Design

12. Assessing ChatGPT’s Proficiency in CS1-Level Problem Solving

13. Learning Analytics and Classroom Management in Specialized Environments: Enhancing the VR Classroom for CS Teacher Education

14. Exploring Gender Disparities in Online Peer Feedback System: An Analysis of Feedback Levels and Quality

15. Eye Tracking-Based Platform for Programming Teaching

17. Value of Explicit Instruction in Teaching Computer Programming to Post-graduate Students: The Kirkpatrick Training Evaluation Model

18. Invited Paper: The Times They Are a Changin'--How Non-Technology Factors Have Affected IS Curriculum over Time

19. Invited Paper: Ingredients of a High-Quality Information Systems Program in a Changing IS Landscape

20. Invited Paper: Bridging the Gap between IS Education and IS Research--What Can Be Done to Help?

21. Invited Paper: IS2010--A Retrospective Review and Recommendation

22. Invited Paper: Growth, Adaptability, and Relationships within the Changing Landscape of IS Education

23. Invited Paper: Teaching Critical Thinking, Problem Solving, and Design Thinking--Preparing IS Students for the Future

24. Invited Paper: Subsumption of Information Systems Education towards a Discipline of Design

25. Teaching Applications and Implications of Blockchain via Project-Based Learning: A Case Study

26. Research and Trends in Computer Science and Educational Technology during 2016-2020: Results of a Content Analysis

28. Augmented and Virtual Reality in Computer Science Education

29. Experience-Based Training in Computer Science Education via Online Multiplayer Games on Computational Thinking

30. Implications for Computer Science Curricula in Primary School: A Comparative Study of Sequences in England, South Korea, and New Zealand

31. A Turing Machine at Secondary School

32. Using Self-Evaluation Assignments to Teach 3D Coordinate Transformations in Robotics

33. Project Development for Blood Bank Application and Convertor for Software Testing

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

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

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

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

38. Learning How to Avoid Plagiarism: A New Approach in Information Literacy Sessions for Computer Science and Engineering Students

39. Teaching IoT in the Classroom and Remotely

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

43. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on e-Learning (Madeira, Portugal, July 1-4, 2016)

44. Recruiting the Next Generation of Information Technology Professionals

45. KC-Finder: Automated Knowledge Component Discovery for Programming Problems

46. Evaluation of the Use of MIDEP Card in Physical Programming Teaching

47. The Trigger-Based Discussion-Oriented Continuous Learning Model

48. Characterization of Physical Computing Devices by Attributes from a Pedagogical Perspective

49. Games as a Mode of Instruction in Object-Oriented Concepts

50. Building Career Skills in Computer Science Students through Design Thinking Hackathons