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201. Collaborative Course Design of Entrepreneurship Projects in a College of Computer Science and Information Systems

202. Evolution of an IS Capstone Class

203. Student Learning Outcomes (SLOs) and Assessment of Cybersecurity Body of Knowledge (BOK): Evaluation & Challenges

204. A Model for Developing Computational Thinking Skills

205. Makerspaces in First-Year Engineering Education

206. Using Technologies as Virtual Environments for Computer Teaching: A Systematic Review

207. Development of a Measurement Tool to Evaluate the Learning Experience in an E-Learning System

208. Automatic Subject-Based Contextualisation of Programming Assignment Lists

209. Tool Support for Learning Computer and Robot Programming

210. Problem-Based Projects: A Catalyst for Enhancing Students' Self-Directed Learning in an Information Security Course

211. Aspects on E-Learning during the COVID-19 Pandemic at the University

212. On-Line Collaborative Knowledge Building in Higher Education: Testing a Quantitative Model

213. Information Security Education System in Secondary School and Assessment of the Level of Anxiety of Schoolchildren

214. Knowledge Exchange in the Shrines of Knowledge: The 'How's' and 'Where's' of Knowledge Sharing Processes

215. Annotated Scientific Text Visualizer: Design, Development, and Deployment

216. Language Learning beyond Japanese University Classrooms: Video Interviewing for Study Abroad

217. Using Problem Similarity-and Order-Based Weighting to Model Learner Performance in Introductory Computer Science Problems

218. Review of CSEDM Data and Introduction of Two Public CS1 Keystroke Datasets

219. A Systematic Mapping Study on Gamification Applications for Undergraduate Cybersecurity Education

220. The Good Practices for Implementation of Cyber Security Education for School Children

221. Leveraging the Pied Piper Effect -- The Case of Teaching Programming to Sixth-Grade Students via Music

222. Integrating SPOCs in Software Testing Education: Evidence in Emergency Remote Courses

223. Teaching by Practice: Shaping Secure Coding Mentalities through Cybersecurity CTFs

224. The Emergence of Computational Thinking in National Mathematics Curricula: An Australian Example

225. Teaching Grammar and Vocabulary for the TOEIC Test with Corpora: The Case of Lower Intermediate Learners

226. Culturally Responsive Computing in Teacher Training: Designing Towards the Transformative Learning of Girls in STEM

227. An Educational Setting to Improve Students' Understanding of Fundamental Computer Architecture Concepts

228. Online Education vs Traditional Education: Analysis of Student Performance in Computer Science using Shapley Additive Explanations

229. TiPS for Surviving Pandemic Teaching: A Learner-Centered Framework

230. Developing Teachers' Computational Thinking Beliefs and Engineering Practices through Game Design and Robotics

231. Designing a Web-Based Asynchronous Innovation/Entrepreneurism Course

232. Evaluation of a Data-Driven Feedback Algorithm for Open-Ended Programming

233. Room Escape at Class: Escape Games Activities to Facilitate the Motivation and Learning in Computer Science

234. Applications of Educational Data Mining and Learning Analytics on Data from Cybersecurity Training

235. The Trajectory of Computer Science Education Policy in Ireland: A Document Analysis Narrative

236. Appalachian Coders: Building a Computer Science Culture in a Rural and Low-Socioeconomic-Status Primary School

239. Coding in Preschool Science and Mathematics Teaching: Analysis of Scratch Projects of Undergraduate Students

240. Computer Science Teacher Capacity: The Need for Expanded Understanding

241. Interactive Oral Assessment Case Studies: An Innovative, Academically Rigorous, Authentic Assessment Approach

242. Macro-Level Engagement in Computer Engineering MOOC Lectures: Comparing a High-Rated and a Low-Rated Course

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

244. Improving Ray Tracing Understanding with Immersive Environments

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

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

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

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

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

250. Design of a Personalised Adaptive Ubiquitous Learning System