27,630 results on '"COMPUTER science education"'
Search Results
52. Critical Computing Literacy: Possibilities in K-12 Computer Science Education
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Scharber, Cassandra, Peterson, Lana, Chang, Yu-Hui, Barksdale, Sarah, and Sivaraj, Ramya
- Abstract
We recommend the conceptualization of computing as a critical literacy, and ground this conceptualization in considerations of historical and current realities in computing. The frameworks of connected learning and computational participation are recommended as guides for "doing" critical computing literacy. We present the findings from an interpretive case study of the "SciGirls" Code (SGC) program. This program was piloted with 16 after-school programs for middle school girls that engaged them in computer science (NSF #1543209). This research investigated girls' learning, attitudes, and participation involving 84 participants across 11 sites aged 10-14 and in 5th-8th grades. Through sharing a vignette from one site and highlighting findings from this study, we illustrate ways to "do" critical computing literacy and examine the potential of using connected learning and computational participation in designing more equitable computer science education offerings.
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- 2021
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53. Hacia una educación equitativa en ciencias de la computación.
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VIEIRA, CAMILO, ESPINAL, ALEJANDRO, CHIU, JENNIFER, BREDDER, ERIC, HARRIS, PAOLA, and WILKENS, KIM
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COMPUTERS in education , *CAREER development , *COMPUTER science education , *CONCEPT learning , *ACCESSIBLE design - Abstract
Currently, equity of access to computer science education represents a challenge: computer science education is indispensable for active participation in a computational world, but current initiatives tend to increase existing gaps due to cultural, socioeconomic and contextual factors. This paper proposes a model for equitable computing education that contributes to the reduction of these gaps through three main strategies: (I) Investigating how students learn in particular contexts; (II) Building teacher capacity to teach computing through professional development programs, while investigating how teachers learn, and how they succeed (or fail) in bringing it to the classroom; and (III) Designing accessible devices for teaching computing. This accessibility includes devices that are low-cost, but that are also versatile, in terms of their appearance, the ways they interact, and the concepts they teach. This article describes the model for equitable computer education, and shows a case study for each of the strategies. [ABSTRACT FROM AUTHOR]
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- 2024
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54. Interactive Stitch Sampler: A Synthesis of a Decade of Research on Using Electronic Textiles to Answer the Who, Where, How, and What for K-12 Computer Science Education
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Jayathirtha, Gayithri and Kafai, Yasmin B.
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Electronic textiles, which integrate computation with fabrics through a redesigned interface of microcontrollers, sensors, and actuators, have expanded possibilities not only for engineering, fashion, and human-computer interaction but also for computer science education itself. While individual studies involving electronic textiles have shown promise to diversify participation, raise interest, and deepen learning in computing, especially for female students, we recognized a need to synthesize findings across studies to understand the overall contribution of electronic textiles to computing education. In this article, we report our findings from a meta-synthesis of 64 educational electronic textiles studies to answer the following questions in computing: (1) Did electronic textiles broaden access and participation? (2) How did electronic textiles support learners' interests and sustain participation? (3) What and how did students learn from electronic textile projects? Our meta-synthesis revealed that although electronic textiles successfully broadened access, supported learners' interests, and introduced basic computational concepts to novice learners, questions around equitable participation and deeper disciplinary engagement persist. We discuss directions for future design and research efforts to explore the full potential of e-textiles in computer science education.
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- 2020
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55. Computer Science Education: Online Content Modules and Professional Development for Secondary Teachers in West Tennessee -- A Case Study
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Allen, Lee
- Abstract
With ongoing efforts in the United States to further develop the availability of computer science education in the public schools, federal, state, and local educational agencies are increasing efforts to encourage and promote the inclusion of computer science and programming skills in the middle school curriculum (Grover, Pea, & Cooper, 2015). The goal for the Online Content Modules: Computer Science in the Middle Grades project was the development of five online content modules with a focus on computer science instruction in three public school districts in West Tennessee, and disseminated through a week-long professional development summer institute.
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- 2020
56. Is being clever enough? Young people’s construction of the ideal student in computer science education.
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Wong, Billy, Hamer, Jessica M. M., Copsey-Blake, Meggie, and Kemp, Peter E. J.
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COMPUTER science students , *YOUNG adults , *COMPUTER science education , *STUDENT aspirations , *INCLUSIVE education - Abstract
Popular discourses of computing and computer science can often frame the sector and the people within it as highly intelligent yet socially challenged, contributing to stereotypes that can potentially exclude those perceived to lack these skills or characteristics. For young people, such stereotypes can influence their educational and career aspirations, especially if there are discrepancies between their own identity and perceptions of what is desirable for computer science students. Drawing on open-ended questionnaire data from 3235 young people in England (aged 11–16), we collected 9442 keywords that students used to describe their “ideal student” in computer science education. An understanding of these perceptions allows us to recognise the prevailing stereotypes that may be shaping young people’s views and aspirations. In this paper, we employ an innovative large-scale descriptive analysis of the most common words that students use to describe the ideal computer science student, including its differences, if any, by students’ demographic background (e.g. gender, ethnicity, free school meal) and responses to the questionnaire (e.g. aspirations to be a computer scientist). We tentatively identified eight clusters of popular ideal student characteristics, namely being
Smart & Clever; Knowledgeable & Interested; Determined & Hardworking; Kind & Helpful; Creative; Independent; Confident ; andCollaborative . By examining how students imagine the ideal student in computer science, we gain better understanding of their educational aspirations and choice of study and provide educators with valuable insights to potentially challenge and reshape these perceptions. These insights can inform educational interventions to foster a more inclusive computing education. [ABSTRACT FROM AUTHOR]- Published
- 2024
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57. The Growth of Computer Science Education in Alberta: An Analysis of High School Course Completion Trends.
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McCashin, Liam Quinn, Adams, Catherine, Carbonaro, Mike, and Pedersen, Lance
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COMPUTER science education ,HIGH schools ,COMPUTER science students ,CURRICULUM planning - Abstract
Copyright of Alberta Journal of Educational Research is the property of Alberta Journal of Educational Research and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2023
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58. Integrating Computer Science Education and Ethnic-Racial Identity Exploration Within a Social Justice Youth Development Framework.
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Worker, Steven, Moncloa, Fe, and Mitchell-Hawkins, Vernelle
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YOUTH development ,COMPUTER science education ,YOUNG adults ,CULTURALLY relevant education ,GROUP identity - Abstract
Science, technology, engineering, and mathematics (STEM) fields face persistent disparities in racial, ethnic and gender representation; these disparities are even more pronounced in computer science (CS) fields where women of color comprise 1 percent or less of all employees. These inequalities, and their causes, are complex, systemic, and result in substantial negative consequences for individuals, organizations, and society. Out-of-school time youth development programs may offer ideal spaces for supporting youth of color in developing computational identities, and thus, improved motivation and aspirations to pursue computer science. We present a theoretical integration of ethnic-racial and computational identity, social justice youth development, culturally relevant pedagogy, and computer science education to advance pedagogical practices to strengthen adolescents computational thinking, ethnic-racial identity, and motivation for continued computer science learning. We hope this approach will help young people build resilience and promote a culture of social justice, to prepare them to navigate the CS industry's predominately White and Asian male culture. [ABSTRACT FROM AUTHOR]
- Published
- 2024
59. 'I've Always Been Scared That Someday I'm Going to Sell Out': Exploring the Relationship between Political Identity and Learning in Computer Science Education
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Vakil, Sepehr
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While academic, cultural, and racial identities have been important concepts in sociocultural theories of learning and development, less attention has been given to political identity. Research on political identities in education tends to be limited to critical pedagogy or civic education contexts, leaving unexamined the role of political identity in supposedly neutral settings, like a computer science (CS) classroom. In this study I offer a conceptual framework that draws on theories of political identity and sociocultural theories of learning to illuminate a process I call "disciplinary values interpretation"--a process by which students reflect on the values of a disciplinary domain, as well as who they are and might become in relation to the domain. I then operationalize the framework by analyzing the ways in which students' political identities interacted with their learning processes in a social design experiment conducted in collaboration with a high school teacher in a Computer Science and Technology academy of a large urban high school. Through case studies of two 10th grade students, Stacey and Lupe, I argue that the opportunity to design socially relevant technology provided new resources for disciplinary values interpretation, and had significant implications for how students came to view their own political identities and futures within the discipline of CS. This research has implications for ethical/political theories of learning and also contributes to enduring questions about identification and inequality in education.
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- 2020
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60. The Association between Female Students' Computer Science Education and STEM Major Selection: Multilevel Structural Equation Modeling
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Lee, Ahlam
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Concerning the underrepresentation of female students in computer science (CS) classes at the K-12 level and math-intensive STEM fields, this study investigated the relationship between female students earning less credits in CS courses during high school and their STEM major choices. Data were drawn from a nationally representative sample of U.S. high school graduates from the restricted data of the Educational Longitudinal Study of 2002 which were collected by the National Center for Educational Statistics. The multilevel structural equation modeling revealed that (a) female students' lower frequency of taking CS courses was associated significantly with their underrepresentation in STEM fields, (b) earning less credits in CS courses was a stronger factor for female students' underrepresentation in STEM fields compared to the well-documented predictors for STEM major choice--math self-efficacy and math scores on the ACT, and (c) no significant difference in ACT math scores emerged between male and female students, which challenges the dominant view that male students' greater math aptitude causes the persistent gender gap that leads to women's underrepresentation in STEM fields. The study suggests that integrating CS in traditional classrooms as well as promoting a rigorous CS curriculum at the secondary level would be an effective strategy to increase female participation in math-intensive STEM fields.
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- 2020
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61. Nuancing the Discourse of Underrepresentation: A Feminist Post-Structural Analysis of Gender Inequality in Computer Science Education in the US
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Convertino, Christina
- Abstract
Drawing on feminist post-structural perspectives, this article shows how the dominant discourses of underrepresentation and gender difference that characterize gender inequality in computer science (CS) create subject positions, which simultaneously mark women as highly invisible and visible. Narrative accounts from qualitative interviews and focus groups with women students of color enrolled in CS at a university located in the southwestern region of the US illustrate the situated ways in which participants materialized these discourses in their personal accounts of 'not seeing and seeing women in CS.' Participants accounts reveal how isolation, exclusion, and connection in CS are contextual, contingent, and intersectional experiences that cannot be collapsed into a single, monolithic meta-narrative. Participant accounts also demonstrate the complex ways that women students of color in CS pushed back on dominant discourses of underrepresentation and gender difference.
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- 2020
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62. The Rollout of Computer Science Education to Every Student in New York City: A Socio-Contextual Social Network Analysis
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Holbert, Nathan, DiSalvo, Betsy, and Berland, Matthew
- Abstract
Background: CS4All is an $81 million private-public investment aimed at creating the necessary infrastructure to provide computer science experiences to all New York City public-school students by 2025. Purpose: In this paper, we examine the history of the CS4All initiative and document the network of actors and their relationships in the system such that we can understand how this reform is enacted, how it might be reactive to external contexts and pressures, and how the structure and pathways of this particular social network might inform similar efforts elsewhere. Research Design: To structure our analysis of CS4All, we first examine the most recent historic example of a large-scale curricular reform--Man: A Course of Study (MACOS). By reflecting on the network structure of CS4All in light of the design, enactment, and eventual failure of MACOS, we can identify potential pain points and opportunities in CS4All's 10-year effort. We conducted interviews with core members of the CS4All initiative and examined available public records to construct and analyze a social network of key CS4All stakeholders, other actors, processes, and institutions. Conclusions: In our analysis of the CS4All social network, we document how well-connected individuals simultaneously mobilized government resources and grassroots enthusiasm to create the conditions necessary for the initiation of this massive curricular reform effort, and describe the current pathways in place for decision making and resource distribution. Comparing the history and structure of the CS4All initiative to Man: A Course of Study--a failed nationwide curricular reform in the 1960s--we find that CS4All's centralized decision-making process and failure to create and distribute high quality formative assessment tools may lead to challenges to adoption. However, explicit efforts to solicit input from and communicate initiative values to the large diversity of stakeholders throughout NYC, as well as the innovation of a decentralized "buffet-style" curricular approach, may put CS4All on more sure footing.
- Published
- 2020
63. Identification of pupils’ preferences of patterners and dramatists in secondary school computer science education
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Bentz, Anette and Standl, Bernhard
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- 2022
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64. Computer Science Education in Early Childhood: The Case of ScratchJr
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Bers, Marina Umaschi and Sullivan, Amanda
- Abstract
Aim/Purpose: This paper aims to explore whether having state Computer Science standards in place will increase young children's exposure to coding and powerful ideas from computer science in the early years. Background: Computer science education in the K-2 educational segment is receiving a growing amount of attention as national and state educational frameworks are emerging. By focusing on the app ScratchJr, the most popular free introductory block-based programming language for early childhood, this paper explores if there is a relationship between the presence of state frameworks and ScratchJr's frequency of use. Methodology: This paper analyzes quantitative non-identifying data from Google Analytics on users of the ScratchJr programming app. Google Analytics is a free tool that allows access to user activity as it happens in real time on the app, as well as audience demographics and behavior. An analysis of trends by state, time of year, type of in-app activities completed, and more are analyzed with a specific focus on comparing states with K-12 Computer Science in place versus those without. Contribution: Results demonstrate the importance of having state standards in place to increase young children's exposure to coding and powerful ideas from computer science in the early years. Moreover, we see preliminary evidence that states with Computer Science standards in place support skills like perseverance and debugging through ScratchJr. Findings: Findings show that in the case of ScratchJr, app usage decreases during the summer months and on weekends, which may indicate that coding with ScratchJr is more often happening in school than at home. Results also show that states with Computer Science standards have more ScratchJr users on average and have more total sessions with the app on average. Results also show preliminary evidence that states with Computer Science standards in place have longer average session duration as well as a higher average number of users returning to edit an existing project. Recommendations for Practitioners: Successful early childhood computer science education programs must teach powerful ideas from the discipline of computer science in a developmentally appropriate way, provide means for self-expression, prompt debugging and problem solving, and offer a low-floor/high-ceiling interface for both novices and experts. Practitioners should be aware in drops in computer science learning during the summer months when school is not in session. Recommendation for Researchers: Researchers should consider the impact of state and national frameworks on computer science learning and skills mastered during the early childhood years. Researchers should look for ways to continue engaging students in computer science education during times when school is not in session. Impact on Society: Results demonstrate the importance of having state CS standards in place to increase young children's exposure to coding and powerful ideas from computer science in the early years. Moreover, we see preliminary evidence that states with Computer Science standards in place support skills like perseverance and debugging through ScratchJr. Future Research: Future research should continue collecting Google Analytics from the ScratchJr app and track changes in usage. Future research should also collect analytics from a wide range of programming applications for young children to see if the trends identified here are consistent across different apps.
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- 2019
65. Understanding the role of single-board computers in engineering and computer science education: A systematic literature review
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Ariza, Jonathan Álvarez and Baez, Heyson
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Computer Science - Computers and Society ,Computer Science - Programming Languages ,Computer Science - Robotics - Abstract
In the last decade, Single-Board Computers (SBCs) have been employed more frequently in engineering and computer science both to technical and educational levels. Several factors such as the versatility, the low-cost, and the possibility to enhance the learning process through technology have contributed to the educators and students usually employ these devices. However, the implications, possibilities, and constraints of these devices in engineering and Computer Science (CS) education have not been explored in detail. In this systematic literature review, we explore how the SBCs are employed in engineering and computer science and what educational results are derived from their usage in the period 2010-2020 at tertiary education. For that, 154 studies were selected out of n=605 collected from the academic databases Ei Compendex, ERIC, and Inspec. The analysis was carried-out in two phases, identifying, e.g., areas of application, learning outcomes, and students and researchers' perceptions. The results mainly indicate the following aspects: (1) The areas of laboratories and e-learning, computing education, robotics, Internet of Things (IoT), and persons with disabilities gather the studies in the review. (2) Researchers highlight the importance of the SBCs to transform the curricula in engineering and CS for the students to learn complex topics through experimentation in hands-on activities. (3) The typical cognitive learning outcomes reported by the authors are the improvement of the students' grades and the technical skills regarding the topics in the courses. Concerning the affective learning outcomes, the increase of interest, motivation, and engagement are commonly reported by the authors., Comment: 27 pages
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- 2022
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66. From endpoints to trading zones: Multi-directional exchange for computational empowerment in computer science education
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Lachney, Michael and Yadav, Aman
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- 2023
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67. cpm.4.CSE/IRT: Compact Process Model for Measuring Competences in Computer Science Education Based on IRT Models
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Zendler, Andreas
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"cpm.4.CSE/IRT" ("c"ompact "p"rocess "m"odel for "C"ompetence "S"cience "E"ducation based on "IRT" models) is a process model for competence measurement based on IRT models. It allows the efficient development of measuring instruments for computer science education. "Cpm.4.CSE/IRT" consists of four sub processes: "B1 determine items," "B2 test items," "B3 analyze items according to Rasch model," and "B4 interpret items by criteria." "Cpm.4.CSE/IRT" is modeled in IDEF0, a process modeling language that is standardized and widely used. It is implemented in R, an open-source software optimized for statistical calculations and graphics that allows users to interact using the web application framework Shiny. Through coordinated processes, "cpm.4.CSE/IRT" ensures the quality and comparability of test instruments in competence measurement. "Cpm.4.CSE/IRT" is demonstrated using an example from the competence area of "Modeling."
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- 2019
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68. Comparing effectiveness of educational video games of different genres in computer science education
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López-Fernández, Daniel, Gordillo, Aldo, Lara-Cabrera, Raúl, and Alegre, Javier
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- 2023
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69. Engaging K-12 Students Essential for Reducing Gender Gap in Computer Science Education
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Venkataraman, Rohith, Agarwal, Eshan, and Brown, David W.
- Abstract
A strong gender disparity exists within the computer science (CS) field, and this imbalance stretches from the professional domain down to the educational level. In a 2013 study (Venkataraman et. al 2013), students (n = 127) of a northeastern STEM high school were surveyed. Responses were collected and analyzed using the Kruskal-Wallis statistical test (P < 0.05) to mitigate unequal cell sizes. Results suggest that females face barriers to entering CS including differences in perception, interests, confidence, and experiences. In a follow up study (2014), second grade students of a STEM lower school were surveyed. Results point to similarities in the attitudes of second grade boys and girls; these results contrast the difference in attitudes found among high school boys and girls. Significant differences were found between second grade students and ninth grade students, suggesting that a transition occurs between second and ninth grade where males' and females' perception of CS change.
- Published
- 2019
70. Learning IS Child's Play: Game-Based Learning in Computer Science Education
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Hosseini, Hadi, Hartt, Maxwell, and Mostafapour, Mehrnaz
- Abstract
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of learning in teaching computer science concepts in higher education. In addition, as part of an interdisciplinary effort, we discuss the interplay between game-based learning in higher education and disciplinary cultures, addressing the lack of empirical evidence on the impact of game design on learning outcomes, engagement, and students' perception of learning.
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- 2019
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71. The Case of Computer Science Education, Employment, Gender, and Race/Ethnicity in Silicon Valley, 1980-2015
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John, June Park and Carnoy, Martin
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We analyse race and gender trends in the Silicon Valley technology industry from 1980 to 2015, with a focus on education, employment and wages in computer science. Racial gaps in representation are more salient among programmers than in the overall technology labour force; in addition, we document a stable or increasing gender gap across all races in computer science. However, these demographic shifts are not always consistent with either a pipeline argument that there are insufficient supplies of potential underrepresented programmers or a wage explanation. Hispanic males, for example, have had increasing rates of computer science degree completions yet decreasing representation in the programmer labour force. On the other hand, White females have had decreasing representation among both degrees and the labour force despite comparatively high wages in the technology sector. The persistent and increasing race and gender gaps suggest that policies to attract underrepresented groups need to be differentiated by the group and may require significant changes in industry culture to increase the representation of these groups.
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- 2019
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72. Results of a Research Evaluating Quality of Computer Science Education
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Záhorec, Ján, Hašková, Alena, and Munk, Michal
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The paper presents the results of an international research on a comparative assessment of the current status of computer science education at the secondary level (ISCED 3A) in Slovakia, the Czech Republic, and Belgium. Evaluation was carried out based on 14 specific factors gauging the students' point of view. The authors present qualitative findings from the following nine analyzed factors: the popularity of computer science/informatics as a subject, the potential of using knowledge gained by studying informatics at school in everyday life, the attractiveness and demands of the curriculum content, the clarity and attractiveness of teacher presentation of the subject matter to students, the engagement of tasks solved while studying informatics, the degree of comprehensibility of informatics textbooks, and the usability of knowledge acquired in school for solving practical problems. Based on the results, the authors identify the strengths and weaknesses of computer science education in the observed countries.
- Published
- 2012
73. Computer Card Games in Computer Science Education : A 10-Year Review
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- 2016
74. Soft(a)ware in the English Classroom: Saving Computer Science Education from Itself
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Lynch, Tom Liam
- Published
- 2016
75. Ecological Design-Based Research for Computer Science Education: Affordances and Effectivities for Elementary School Students
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Harlow, Danielle B., Dwyer, Hilary A., Hansen, Alexandria K., Iveland, Ashley O., and Franklin, Diana M.
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This article integrates an ecological approach and design-based research in computer science education research by following the simultaneous development of a computer programming environment and curriculum for elementary school age children over 2-1/2 years. We studied the alignment of the affordances provided by the programming environment and curriculum with the effectivities of students in 4th through 6th grade (9-12 years old). We used the computer science concept of initializing as a tracer idea and both qualitative and quantitative data to identify mismatches between the affordances provided by our programming environment and the learners' effectivities. These included requisite mathematical skills, confusion between resetting and setting up, and incorrectly assuming that features of the programming environment conveyed information. We then describe how we addressed the mismatches by removing or adding functionality to the programming environment, adding signifiers, adapting the curriculum to include scaffolding related to the effectivities, or removing activities.
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- 2018
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76. On the relationship between Mathematics- and Computer Science Education.
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FUCHS, KARL JOSEF
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MATHEMATICS education ,COMPUTER science education ,TEACHING models ,TEACHING methods ,TEACHING guides - Abstract
In the first half of the paper, the profile of the two scientific disciplines of Mathematics Education and Computer Science Education is traced. In Mathematics Education, the description has been given in a short longitudinal section of its preying cornerstones since the beginning of the 1960s. In Computer Science Education, this is done through the description of an emancipatory science that has been taking place since the beginning of the 1990s. The second half of the contribution, with the discussion of the different perspectives of the two disciplines on the common topics of modeling and competence models, finally leads to the identification of the two disciplines as two autonomous and independent sciences. [ABSTRACT FROM AUTHOR]
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- 2024
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77. WWC: Leveraging Extreme Events in Teaching
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Jordana George and Parisa Aasi
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2022 opened with World War C, the first major cyber world war. Wanting to capitalize on history in the making, Information Systems faculty are integrating real time events to increase student engagement, comprehension, and application of IS concepts. This paper outlines a successful midterm evaluation pivot that leverages current events. We discuss two different actions taken and objectives, outcomes, and implications for teaching and educational research. We find that incorporating extreme current events motivates students towards self-learning and creative knowledge outlets, which in turn stimulate greater comprehension, application, and retention across the entire class.
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- 2024
78. Digital Transformation in Information Systems Curricula: A Keyword Analysis
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Drew Hwang, Hui Shi, and Larisa Preiser-Houy
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Modern digital technologies are advancing rapidly, driving transformative changes. For Information Systems (IS) educators, maintaining curricula that prepare graduates for the digital economy is imperative. This study developed a knowledge pool of 121 common keywords in digital transformation through literature review and investigated their application in the titles and descriptions of 4,093 IS courses across 315 undergraduate programs in the United States. The findings illustrate how IS educators conceptualize the digital transformation within the IS discipline and incorporate it into curricula. Additionally, the results offer insights for educators aiming to develop course content on digital transformation and update IS undergraduate curricula to align with the demands of modern enterprises in the era of digital transformation.
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- 2024
79. Promoting Technology-Assisted Active Learning in Computer Science Education
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Gao, Jinzhu and Hargis, Jace
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This paper describes specific active learning strategies for teaching computer science, integrating both instructional technologies and non-technology-based strategies shown to be effective in the literature. The theoretical learning components addressed include an intentional method to help students build metacognitive abilities, as well as improve on their self-efficacy, both inside their chosen discipline and connections to other interdisciplinary topics. The results indicate that students are very open and eager to embrace novel ways to become engaged in learning in the area of computer science.
- Published
- 2010
80. Qualitative Research Methods for Large Language Models: Conducting Semi-Structured Interviews with ChatGPT and BARD on Computer Science Education
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Andreas Dengel, Rupert Gehrlein, David Fernes, Sebastian Görlich, Jonas Maurer, Hai Hoang Pham, Gabriel Großmann, and Niklas Dietrich genannt Eisermann
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large language models ,qualitative research ,interviews ,computer science education ,artificial intelligence ,machine learning ,Information technology ,T58.5-58.64 - Abstract
In the current era of artificial intelligence, large language models such as ChatGPT and BARD are being increasingly used for various applications, such as language translation, text generation, and human-like conversation. The fact that these models consist of large amounts of data, including many different opinions and perspectives, could introduce the possibility of a new qualitative research approach: Due to the probabilistic character of their answers, “interviewing” these large language models could give insights into public opinions in a way that otherwise only interviews with large groups of subjects could deliver. However, it is not yet clear if qualitative content analysis research methods can be applied to interviews with these models. Evaluating the applicability of qualitative research methods to interviews with large language models could foster our understanding of their abilities and limitations. In this paper, we examine the applicability of qualitative content analysis research methods to interviews with ChatGPT in English, ChatGPT in German, and BARD in English on the relevance of computer science in K-12 education, which was used as an exemplary topic. We found that the answers produced by these models strongly depended on the provided context, and the same model could produce heavily differing results for the same questions. From these results and the insights throughout the process, we formulated guidelines for conducting and analyzing interviews with large language models. Our findings suggest that qualitative content analysis research methods can indeed be applied to interviews with large language models, but with careful consideration of contextual factors that may affect the responses produced by these models. The guidelines we provide can aid researchers and practitioners in conducting more nuanced and insightful interviews with large language models. From an overall view of our results, we generally do not recommend using interviews with large language models for research purposes, due to their highly unpredictable results. However, we suggest using these models as exploration tools for gaining different perspectives on research topics and for testing interview guidelines before conducting real-world interviews.
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- 2023
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81. The Effect of Direct Instruction and Web Quest on Learning Outcome in Computer Science Education
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Zendler, A. and Klein, K.
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Answers to the questions of which instructional methods are suitable for school and should be applied in teaching individual subjects and also how instructional methods support the act of learning represent challenges to general education and education in individual subjects. This study focuses on the empirical examination of learning outcome with respect to two instructional methods: direct instruction and web quest. An SPF-2 × 2•2 design is used to control instructional method, time and class context. Learning outcome on QR code is assessed with reference to multiple-choice test items. The empirical findings show that learning with direct instruction performs better than web quest.
- Published
- 2018
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82. Ethics, Identity, and Political Vision: Toward a Justice-Centered Approach to Equity in Computer Science Education
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Vakil, Sepehr
- Abstract
In this essay, Sepehr Vakil argues that a more serious engagement with critical traditions in education research is necessary to achieve a justice-centered approach to equity in computer science (CS) education. With CS rapidly emerging as a distinct feature of K-12 public education in the United States, calls to expand CS education are often linked to equity and diversity concerns around expanding access to girls and historically underrepresented students of color. Yet, unlike other critical traditions in education research, equity-oriented CS research has largely failed to interrogate the sociopolitical context of CS education. To move toward a justice-centered approach to equity, Vakil argues, we must simultaneously attend to at least three features of CS education: the content of curriculum, the design of learning environments, and the politics and purposes of CS education reform. While there are many avenues of critical inquiry within and across each of these topics, the focus in this essay is on the role of ethics in the curriculum, the role of identity in CS learning environments, and the significance of a clear political vision for CS education.
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- 2018
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83. Application of Real-World Problems in Computer Science Education: Teachers' Beliefs, Motivational Orientations and Practices
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Ferreira, Deller James, Ambrósio, Ana Paula Laboissière, and Melo, Tatiane F. N.
- Abstract
This article describes how it is due to the fact that computer science is present in many activities of daily life, students need to develop skills to solve problems to improve the lives of people in general. This article investigates correlations between teachers' motivational orientations, beliefs and practices with respect to the application of real-world problems in undergraduate courses. A questionnaire was applied to twenty-eight teachers of an undergraduate computer science course. Data from the questionnaire was analyzed using statistical methods. The results show that the majority of the teachers, especially those who interact with companies, believe that the insertion of real-world problems in the classroom is important. However, some teachers are not willing to adopt this practice. This is linked to reasons such as the need for more flexible curricula and a better teaching qualification with respect to collaborative problem solving.
- Published
- 2018
- Full Text
- View/download PDF
84. Finding the Hook: Computer Science Education in Elementary Contexts
- Author
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Ozturk, Zehra, Dooley, Caitlin McMunn, and Welch, Meghan
- Abstract
The purpose of this study was to investigate how elementary teachers with little knowledge of computer science (CS) and project-based learning (PBL) experienced integrating CS through PBL as a part of a standards-based elementary curriculum in Grades 3-5. The researchers used qualitative constant comparison methods on field notes and reflections to describe the teachers' participation in professional development to create CS-infused projects to be implemented with their students. Categories that emerged included standards integration, student autonomy, and challenges of infrastructure and time. The data are from the first 6 months of a 3-year, National Science Foundation-funded project.
- Published
- 2018
- Full Text
- View/download PDF
85. Active Learning Strategies in Computer Science Education: A Systematic Review
- Author
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Diana-Margarita Córdova-Esparza, Julio-Alejandro Romero-González, Karen-Edith Córdova-Esparza, Juan Terven, and Rocio-Edith López-Martínez
- Subjects
active methodologies ,teaching–learning ,computer science ,Technology ,Science - Abstract
The main purpose of this study is to examine the implementation of active methodologies in the teaching–learning process in computer science. To achieve this objective, a systematic review using the PRISMA method was performed; the search for articles was conducted through the Scopus and Web of Science databases and the scientific search engine Google Scholar. By establishing inclusion and exclusion criteria, 15 research papers were selected addressing the use of various active methodologies which have had a positive impact on students’ learning processes. Among the principal active methodologies highlighted are problem-based learning, flipped classrooms, and gamification. The results of the review show how active methodologies promote significant learning, in addition to fostering more outstanding commitment, participation, and motivation on the students’ part. It was observed that active methodologies contribute to the development of fundamental cognitive and socio-emotional skills for their professional growth.
- Published
- 2024
- Full Text
- View/download PDF
86. Investigating the impact of research-based professional development on teacher learning and classroom practice: Findings from computer science education
- Author
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Mouza, Chrystalla, Codding, Diane, and Pollock, Lori
- Published
- 2022
- Full Text
- View/download PDF
87. Indiana High School’s Computer Science Enrollment and Disparity Indices: On Gender, Ethnicity, Locale, and Economic Status.
- Author
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Jeon, Minji, Koressel, Jacob, Ottenbreit-Leftwich, Anne, Childs, Joshua, and Jantaraweragul, Katie
- Subjects
- *
POOR people , *COMPUTER science education , *ECONOMIC status , *COMPUTER science , *MINORITIES , *ETHNICITY - Abstract
AbstractThis study analyzed the longitudinal data of Indiana high school students’ Computer Science (CS) enrollments from 2014 to 2020. The result showed while Indiana CS enrollments have increased in recent years, gaps in participation by minoritized student populations have still been observed. The CS enrollment rates in terms of different student populations including gender, ethnicities, locales, and economic status have been increasing, and the disparities according to these demographic profiles have been somewhat alleviated. However, the degrees of inequity varied by classification. Female underrepresentation was found to be largest followed by rural and town residents, then economically disadvantaged, and then ethnic minorities in CS education (Black, Hispanic, and Multiracial). These findings indicate where our future efforts should be concentrated. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
88. Abstraction in Computer Science Education: An Overview
- Author
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Claudio MIROLO, Cruz IZU, Violetta LONATI, and Emanuele SCAPIN
- Subjects
computer science education ,abstraction ,Computational Thinking ,concept development ,Special aspects of education ,LC8-6691 - Abstract
When we “think like a computer scientist,” we are able to systematically solve problems in different fields, create software applications that support various needs, and design artefacts that model complex systems. Abstraction is a soft skill embedded in all those endeavours, being a main cornerstone of computational thinking. Our overview of abstraction is intended to be not so much systematic as thought provoking, inviting the reader to (re)think abstraction from different – and perhaps unusual – perspectives. After presenting a range of its characterisations, we will explore abstraction from a cognitive point of view. Then we will discuss the role of abstraction in a range of computer science areas, including whether and how abstraction is taught. Although it is impossible to capture the essence of abstraction in one sentence, one section or a single paper, we hope our insights into abstraction may help computer science educators to better understand, model and even dare to teach abstraction skills.
- Published
- 2021
- Full Text
- View/download PDF
89. Rethinking Undergraduate Computer Science Education: Using the 4Es Heuristic to Center Students in an Introductory Computer Science Course
- Author
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Francheska D. Starks, Shalaunda M. Reeves, Jonathan Rickert, Kyle Li, Brock Couch, and Joanna Millunchick
- Subjects
computer science ,STEM education ,disciplinary literacy ,equity ,undergraduate education ,Education - Abstract
There is a nationwide effort to increase the representation and engagement of minoritized students in computer science education. Discourse about the barriers to diversity among computer science majors is often characterized by student pathologies and does not consider the impacts of classroom culture and instructor pedagogies. Amid the push for strategies to recruit and retain minoritized students in computer science, little has been done to transform curriculum and analyze faculty perspectives on curriculum and pedagogy as methods to increase students’ access to the computer science major. This paper presents an example of curriculum redesign for an undergraduate introductory computer science course (ICS) that sought to address issues of inequitable representation by centering student identities and redistributing power in favor of students. The authors draw upon critical sociocultural and the 4Es heuristic for disciplinary literacy to reimagine the ICS course as a space that centers on the important roles of identity and power in solving for diversity in computer science education. We highlight for researchers and practitioners how our work may be used to disrupt meritocratic practices that alienate minoritized and economically disadvantaged students and to expand definitions of mastery and expertise in computer science education.
- Published
- 2024
- Full Text
- View/download PDF
90. Rethinking Undergraduate Computer Science Education: Using the 4Es Heuristic to Center Students in an Introductory Computer Science Course.
- Author
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Starks, Francheska D., Reeves, Shalaunda M., Rickert, Jonathan, Li, Kyle, Couch, Brock, and Millunchick, Joanna
- Subjects
COMPUTERS in education ,COMPUTER science education ,COMPUTER science students ,SCIENTIFIC computing ,LOW-income students ,CULTURAL pluralism - Abstract
There is a nationwide effort to increase the representation and engagement of minoritized students in computer science education. Discourse about the barriers to diversity among computer science majors is often characterized by student pathologies and does not consider the impacts of classroom culture and instructor pedagogies. Amid the push for strategies to recruit and retain minoritized students in computer science, little has been done to transform curriculum and analyze faculty perspectives on curriculum and pedagogy as methods to increase students' access to the computer science major. This paper presents an example of curriculum redesign for an undergraduate introductory computer science course (ICS) that sought to address issues of inequitable representation by centering student identities and redistributing power in favor of students. The authors draw upon critical sociocultural and the 4Es heuristic for disciplinary literacy to reimagine the ICS course as a space that centers on the important roles of identity and power in solving for diversity in computer science education. We highlight for researchers and practitioners how our work may be used to disrupt meritocratic practices that alienate minoritized and economically disadvantaged students and to expand definitions of mastery and expertise in computer science education. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
91. Alice in Oman: A Study on Object-First Approaches in Computer Science Education
- Author
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Hayat, Khizar, Al-Shukaili, Naeem Ali, and Sultan, Khalid
- Abstract
The success of university-level education depends on the quality of underlying school education and any deficiency therein may be detrimental to a student's career. This may be more glaring with Computer Science education, given its mercurial nature. In the developing countries, the Computer Science school curricula are usually stuffed with obsolete, unnecessary and dry contents. The problem is multiplied by the lack of qualified school teachers and separate media of instruction at the school and the university. In this paper we are focusing on the computer Science pedagogy at schools, with a possibility of introducing approaches, like Alice. The latter may on one hand be appealing to both the students and teachers and on the other hand may require a lot less training. With that in view, an experiment was designed to teach Alice, to sampled K-12 students, and study the ensued effects. The outcomes were realized in two ways. One, the attendees were required to furnish a small project/task in order to judge their understanding of Alice. Two, the students were surveyed for their views on Alice and possible inclusion of such approaches in their course. Given the brief contact time, the results were found to be promising as most of the respondents were in favor of a change in the approach Computer Science teaching. The tasks were well received by the respondents and most of them carried out the tasks assigned to them, enthusiastically. English language Comprehension was the single largest problem and that's why the students demonstrated reluctance in adding dialogues on part of the characters. As far as the responses to the questionnaire were concerned, an overwhelming majority had a favorable opinion of the approach. They found it easy to use, understand, comprehend and considered it useful in initiating a novice to programming. They even rated it superior to their current syllabus. Some questions were chosen from the futuristic point of view and the responses were more than expected as the students felt motivated towards studying IT after coming across Alice. The only thing the respondents insisted was the inclusion Arabic language support in the future versions of Alice.
- Published
- 2017
- Full Text
- View/download PDF
92. Computational Communities: African-American Cultural Capital in Computer Science Education
- Author
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Lachney, Michael
- Abstract
Enrolling the cultural capital of underrepresented communities in PK-12 technology and curriculum design has been a primary strategy for broadening the participation of students of color in U.S. computer science (CS) fields. This article examines two ways that African-American cultural capital and computing can be bridged in CS education. The first is "community representation," using cultural capital to highlight students' social identities and networks through computational thinking. The second, "computational integration," locates computation in cultural capital itself. I survey two risks--the appearance of shallow computing and the reproduction of assimilationist logics--that may arise when constructing one bridge without the other. To avoid these risks, I introduce the concept of "computational communities" by exploring areas in CS education that employ both strategies. This concept is then grounded in qualitative data from an after school program that connected CS to African-American cosmetology.
- Published
- 2017
- Full Text
- View/download PDF
93. Expanding Computer Science Education in Schools: Understanding Teacher Experiences and Challenges
- Author
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Yadav, Aman, Gretter, Sarah, Hambrusch, Susanne, and Sands, Phil
- Abstract
The increased push for teaching computer science (CS) in schools in the United States requires training a large number of new K-12 teachers. The current efforts to increase the number of CS teachers have predominantly focused on training teachers from other content areas. In order to support these beginning CS teachers, we need to better understand their experiences and challenges encountered in the classroom. This study investigated U.S. CS teachers' perspectives on the demands of teaching computer science and support needed to ensure quality teaching. Results suggested that teachers face a number of challenges, including isolation, lack of adequate computer science background, and limited professional development resources.
- Published
- 2017
- Full Text
- View/download PDF
94. Computer science education and K-12 students’ computational thinking: A systematic review
- Author
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Lee, Sang Joon, Francom, Gregory M., and Nuatomue, Jeremiah
- Published
- 2022
- Full Text
- View/download PDF
95. Understanding Student Retention in Computer Science Education: The Role of Environment, Gains, Barriers and Usefulness
- Author
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Giannakos, Michail N., Pappas, Ilias O., Jaccheri, Letizia, and Sampson, Demetrios G.
- Abstract
Researchers have been working to understand the high dropout rates in computer science (CS) education. Despite the great demand for CS professionals, little is known about what influences individuals to complete their CS studies. We identify gains of studying CS, the (learning) environment, degree's usefulness, and barriers as important predictors of students' intention to complete their studies in CS (retention). The framework aims to identify reasons that may contribute to dropout, using responses from 344 CS students. The eight-predictor model accounts for 39% of the explained variance in student retention. A high level for degree's usefulness has a positive effect on retention. Further, cognitive gains and supportive environment positively impact degree's usefulness, while non-cognitive gains hinder it. Lastly, negative feelings (personal values) are found to reduce student retention. The overall outcomes are expected to contribute to theoretical development, in order to allow educators and policy makers to take appropriate measures to enhance students' experience in CS studies and increase retention.
- Published
- 2017
- Full Text
- View/download PDF
96. Assessing Student Behavior in Computer Science Education with an fsQCA Approach: The Role of Gains and Barriers
- Author
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Pappas, Ilias O., Giannakos, Michail N., Jaccheri, Letizia, and Sampson, Demetrios G.
- Abstract
This study uses complexity theory to understand the causal patterns of factors that stimulate students' intention to continue studies in computer science (CS). To this end, it identifies gains and barriers as essential factors in CS education, including motivation and learning performance, and proposes a conceptual model along with research propositions. To test its propositions, the study employs fuzzy-set qualitative comparative analysis on a data sample from 344 students. Findings indicate eight configurations of cognitive and noncognitive gains, barriers, motivation for studies, and learning performance that explain high intention to continue studies in CS. This research study contributes to the literature by (1) offering new insights into the relationships among the predictors of CS students' intention to continue their studies and (2) advancing the theoretical foundation of how students' gains, barriers, motivation, and learning performance combine to better explain high intentions to continue CS studies.
- Published
- 2017
- Full Text
- View/download PDF
97. Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata
- Author
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Isayama, Daiki, Ishiyama, Masaki, Relator, Raissa, and Yamazaki, Koichi
- Abstract
We explore the feasibility of early introduction to automata theory through gamification. We designed a puzzle game that players can answer correctly if they understand the fundamental concepts of automata theory. In our investigation, 90 children played the game, and their actions were recorded in play logs. An analysis of the play logs shows that approximately 60% of the children achieved correct-answer rates of at least 70%, which suggests that primary and lower secondary school students can understand the fundamental concepts of automata theory. Meanwhile, our analysis shows that most of them do not "fully" understand automata theory, but some of them have a good understanding of the concept.
- Published
- 2017
- Full Text
- View/download PDF
98. Active Learning Strategies in Computer Science Education: A Systematic Review.
- Author
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Córdova-Esparza, Diana-Margarita, Romero-González, Julio-Alejandro, Córdova-Esparza, Karen-Edith, Terven, Juan, and López-Martínez, Rocio-Edith
- Subjects
COMPUTER science education ,LEARNING strategies ,CAREER development ,COMPUTER science ,LEARNING ,WEB search engines ,SEARCH engines - Abstract
The main purpose of this study is to examine the implementation of active methodologies in the teaching–learning process in computer science. To achieve this objective, a systematic review using the PRISMA method was performed; the search for articles was conducted through the Scopus and Web of Science databases and the scientific search engine Google Scholar. By establishing inclusion and exclusion criteria, 15 research papers were selected addressing the use of various active methodologies which have had a positive impact on students' learning processes. Among the principal active methodologies highlighted are problem-based learning, flipped classrooms, and gamification. The results of the review show how active methodologies promote significant learning, in addition to fostering more outstanding commitment, participation, and motivation on the students' part. It was observed that active methodologies contribute to the development of fundamental cognitive and socio-emotional skills for their professional growth. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
99. Process-Based Development of Competence Models to Computer Science Education
- Author
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Zendler, Andreas, Seitz, Cornelia, and Klaudt, Dieter
- Abstract
A process model ("cpm.4.CSE") is introduced that allows the development of competence models in computer science education related to curricular requirements. It includes eight subprocesses: (a) determine competence concept, (b) determine competence areas, (c) identify computer science concepts, (d) assign competence dimensions to computer science, (e) code competences, (f) formulate competences, (g) formulate learning tasks, and (h) formulate test tasks. The competence definition by the Organisation for Economic Cooperation and Development gives the direction to "cpm.4.CSE." This definition highlights four main dimensions of competence: knowledge, cognitive skills, practical skills, and attitudes. For the preparation of subprocesses and the exemplification of concepts, references have been used from the academic literature of computer science education. The processes, activities, and transformations of "cpm.4.CSE" are documented in Integration Definition for Function Modeling, a process modeling language that is standardized, widely used and easy to understand.
- Published
- 2016
- Full Text
- View/download PDF
100. Supporting Distributed Learning through Immersive Learning Environments
- Author
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Carsten Lecon
- Abstract
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are virtual 3D environment. These allow more intensive immersion than for example video conferences. Furthermore, they offer new didactic concepts, for example, for group activities. The benefit of using virtual 3D environments we demonstrate by a concrete learning scenario: the simulation of robot programming. A further advantage when using virtual 3D environments are personal assistants (conversational/ pedagogical agents), for example, to the ease the work load borne by teachers; meanwhile, this works well also with natural language due to advantage stage of artificial intelligence implementations.
- Published
- 2024
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