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Liargkovas, Georgios; Papadopoulou, Angeliki; Kotti, Zoe; Spinellis, Diomidis – IEEE Transactions on Education, 2022
Contribution: Determine and analyze the gap between software practitioners' education outlined in the 2014 IEEE/ACM software engineering education knowledge (SEEK) and industrial needs pointed by Wikipedia articles referenced in Stack Overflow (SO) posts. Background: Previous work has uncovered deficiencies in the coverage of computer…
Descriptors: Industry, Knowledge Level, Computer Software, Computer Science
Xin Gong; Weiqi Xu; Ailing Qiao; Zhixia Li – Journal of Computer Assisted Learning, 2025
Background: Robot programming can simultaneously cultivate learners' computational thinking (CT) and spatial thinking (ST). However, there is a noticeable gap in research focusing on the micro-level development patterns of learners' CT and ST and their interconnections. Objectives: This study aims to uncover the intricate development patterns and…
Descriptors: Mental Computation, Thinking Skills, Skill Development, Robotics
Nontachai Samngamjan; Pakawat Phettom; Kajohnsak Sa-ngunsat; Wudhijaya Philuek – Shanlax International Journal of Education, 2024
In the realm of education, the integration of AI literacy into computer science teaching is becoming increasingly crucial (Walsh et al., 2023; Voulgari et al., 2022; Velander et al., 2023). Teachers play a pivotal role in bridging the gap between research and practical knowledge transfer of AIrelated skills, necessitating a solid foundation in…
Descriptors: Artificial Intelligence, Technological Literacy, Foreign Countries, Student Teachers
Leite, Ana Isabella Muniz; Lagoa, Lucas; Lopes, Samuel; Braga, Rosana; Antonino, Pablo Oliveira; Nakagawa, Elisa Yumi – IEEE Transactions on Education, 2022
Contribution: This article details the conduction of an experiment to investigate the knowledge that computer science graduate students have about safety-critical systems development, in particular, safety requirements specifications. Future research directions are also discussed. Background: Safety-critical systems have been increasingly used in…
Descriptors: Graduate Students, Computer Science Education, Knowledge Level, Safety
Selina Marianna Shah; Catherine Elliott; Prema Nedungadi – IEEE Transactions on Education, 2024
Contribution: This study proffers a practical flexible framework for teachers and researchers embodying diverse computing pedagogies, to impart computing education (CE) to autistic students. The framework is based on the tenets of inclusion and personalised learning manipulating explicit CE pedagogies. Background: Research and anecdotal evidence…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Computer Science Education, Inclusion
Lukas Höper; Carsten Schulte – Information and Learning Sciences, 2024
Purpose: In today's digital world, data-driven digital artefacts pose challenges for education, as many students lack an understanding of data and feel powerless when interacting with them. This paper aims to address these challenges and introduces the data awareness framework. It focuses on understanding data-driven technologies and reflecting on…
Descriptors: Information Literacy, Elementary Secondary Education, Data, Grade 6
Ünal Çakiroglu; Seval Bilgi – Interactive Learning Environments, 2024
The aim of this explanatory study is to identify the causes of intrinsic cognitive load in programming process. For this purpose, a method based on two dimensions; programming knowledge types (syntactic, semantic, and strategic) and programming constructs was proposed. The proposed method was tested with high school students enrolled in Computer…
Descriptors: Cognitive Processes, Difficulty Level, Programming, Interaction
Asiye Toker Gokce; Arzu Deveci Topal; Aynur Kolburan Geçer; Canan Dilek Eren – Education and Information Technologies, 2025
Artificial intelligence (AI) literacy is critical to shaping students' academic experiences and future opportunities inhigher education. This study examines AI literacy among university students, examining variables such as gender, frequency of use of AI applications, completion of AI-related courses, and field of study. The research involved 664…
Descriptors: Artificial Intelligence, Technological Literacy, College Students, Decision Making
Shumway, Jessica F.; Welch, Lise E.; Kozlowski, Joseph S.; Clarke-Midura, Jody; Lee, Victor R. – Mathematical Thinking and Learning: An International Journal, 2023
The purpose of this study was to explore how kindergarten students (aged 5-6 years) engaged with mathematics as they learned programming with robot coding toys. We video-recorded 16 teaching sessions of kindergarten students' (N = 36) mathematical and programming activities. Students worked in small groups (4-5 students) with robot coding toys on…
Descriptors: Kindergarten, Preschool Children, Mathematics Education, Knowledge Level
Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
Ergin, Aysegül Zeynep; Ercan, Zülfiye Gül – International Journal of Curriculum and Instruction, 2022
Computer science works as hardware and software increasingly takes place in each of our daily lives with effective products and services. As in all areas, it is an inevitable part of learning and teaching computer-based environment-tools and equipment in the fate and type of education, including early childhood. Computer science products may…
Descriptors: Programming, Preschool Teachers, Preservice Teachers, Computer Science Education
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
Johnson, Donald M.; Pate, Michael L.; Estepp, Christopher M.; Wardlow, George W. – Journal of Research in Technical Careers, 2023
A replication study was conducted to determine the effectiveness of an instructional treatment based on self-efficacy theory when used with novice Arduino microcontroller users. Students (n = 32) in an introductory university agricultural systems technology course participated in a lesson on Arduino microcontrollers, circuit breadboarding, and…
Descriptors: Self Efficacy, Computer Science Education, Instructional Effectiveness, Novices
Rahm, Lina – Learning, Media and Technology, 2023
The relationship between technical development and education is a reciprocal one, where education always stands in relation to those skills, competencies, and techniques that are anticipated as necessary in a technological future. At the same time, skills and competencies are also necessary to drive innovation and technical development for the…
Descriptors: Automation, Artificial Intelligence, Educational History, Genealogy
Raj Kumar Dhungana; Lina Gurung; Hem Poudyal – Journal of Cybersecurity Education, Research and Practice, 2023
Increased exposure to technologies has lately emerged as one of the everyday realities of digital natives, especially K-12 students, and teachers, the digital immigrants. Protection from cybersecurity risks in digital learning spaces is a human right, but students are increasingly exposed to high-risk cyberspace without time to cope with…
Descriptors: Computer Security, Age Groups, Foreign Countries, Knowledge Level