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106 results

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1. Research on Industry 4.0 and on key related technologies in Vietnam: A bibliometric analysis using Scopus.

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

3. Digital learning experiences and spaces: Learning from the past to design better pedagogical and curricular futures.

4. VFST: Virtual and fully software based toolchain for PC interfacing education and research.

5. Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts.

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

7. Curricular responses to Computer Science provision in schools: current provision and alternative possibilities.

8. Relation between Alice software and programming learning: A systematic review of the literature and meta-analysis.

9. Computing education in children's early years: A call for debate.

10. Supporting skill integration in an intelligent tutoring system for code tracing.

11. The case for alternative endpoints in computing education.

12. Managing production and inventory in a remanufacturing supply chain with two classes of cores under consignment stock agreement.

13. Formative assessment strategies for students' conceptions—The potential of learning analytics.

14. Streaming code across audiences and performers: An analysis of computer science communities of inquiry on Twitch.tv.

15. Using the Affinity Research Group Model to Involve Undergraduate Students in Computer Science Research.

16. An empirical analysis of high school students' practices of modelling with unstructured data.

17. Implementing gamification in a university‐level UML modeling course: A case study.

18. Education in times of crisis: Rapid transition to distance learning.

19. Customizable and scalable automated assessment of C/C++ programming assignments.

20. Using Theory to Inform Capacity-Building: Bootstrapping Communities of Practice in Computer Science Education Research.

21. Teaching programming using dedicated Arduino Educational Board.

22. Agentic neglect: Teachers as gatekeepers of England's national computing curriculum.

23. Learn‐CIAN: A visual language for the modelling of group learning processes.

24. An educational laboratory virtual EES for encouraging the use of computer programming in thermal engineering problems.

25. ViDA: A virtual debugging advisor for supporting learning in computer programming courses.

26. From Android games to coding in C—An approach to motivate novice engineering students to learn programming: A case study.

27. 2D shape deformation based on rigid square matching.

28. Understanding the role of single‐board computers in engineering and computer science education: A systematic literature review.

29. Analysis of water distribution networks using MATLAB and Excel spreadsheet: Q-based methods.

30. Teaching concepts related to finite automata using ComVis.

31. Design and development of WebUbu: An innovating web-based instruction tool for Linux OS courses.

32. Computational thinking development through physical computing activities in STEAM education.

33. Teaching global software engineering: experiences and lessons learned.

34. Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming.

35. Evaluation of simulation systems suitable for teaching compiler construction courses.

36. An active learning framework for object-oriented analysis and design.

37. JAVENGA: JAva-based Visualization Environment for Network and Graph Algorithms.

38. Evaluation of the virtual network laboratory exercises using a method based on the rough set theory.

39. Improved code defect detection with fault links.

40. The effect of learning style on preference for web-based courses and learning outcomes.

41. Empowerment through ICT education, access and use: A gender analysis of Muslim youth in India.

42. Multi-resolution parametric synthesis of manipulative dynamic textures.

43. Perspective-aware cartoon clips synthesis.

44. What do successful computer science students know? An integrative analysis using card sort measures and content analysis to evaluate graduating students' knowledge of programming concepts.

45. Do Online Students Perform as Well as Lecture Students?

46. Platform Design When Sellers Use Pricing Algorithms.

47. A computational investigation of learning behaviors in MOOCs.

48. An automated system with a versatile test oracle for assessing student programs.

49. An educational software tool to teach hyper-heuristics to engineering students based on the bubble breaker puzzle.

50. Climbing out of a software black hole.