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Anshul Shah; Thomas Rexin; Fatimah Alhumrani; William G. Griswold; Leo Porter; Gerald Soosai Raj – ACM Transactions on Computing Education, 2025
Objectives: The traditional, instructor-led form of live coding has been extensively studied, with findings showing that this form of live coding imparts similar learning to static-code examples. However, a concern with Traditional Live Coding is that it can turn into a passive learning activity for students as they simply observe the instructor…
Descriptors: Computer Science Education, Advanced Courses, Active Learning, Programming
Jule Scheper; Robin Leuppert; Daniel Possler; Anna Freytag; Sophie Bruns; Julia Niemann-Lenz – Journalism and Mass Communication Educator, 2025
Despite the increasing use of the statistical programming language R in statistics and data analysis (SDA), its implementation in communication science education is limited. Experiences, recommendations, and a critical exchange are therefore scarce. The following contribution addresses this very gap. At the Department of Journalism and…
Descriptors: Journalism Education, Programming Languages, Statistical Analysis, Data Analysis
Multazam, Muhammad; Syahrial, Zulfiati; Rusmono – Turkish Online Journal of Distance Education, 2023
Web programming courses are practical courses that can only run with the help of computer devices. The content or learning content in web programming courses is in program code directly created with a computer. The models developed include conceptual models, procedural models, and physical models. The research method used is Research and…
Descriptors: Computer Science Education, Programming, Models, Practicums
Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics

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