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Cheng, Yu-Ping; Cheng, Shu-Chen; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2022
Online learning has been widely discussed in education research, and open educational resources have become an increasingly popular way to help learners acquire knowledge. However, these resources contain massive amounts of information, making it difficult for learners to identify Web articles that refer to computer science knowledge. This study…
Descriptors: Internet, Online Searching, Information Retrieval, Artificial Intelligence
Gusev, Dmitri A.; Swanson, Dewey A.; Casner, Melissa R. – Association Supporting Computer Users in Education, 2023
Recruiting tomorrow's information technology students is getting to be a challenging job even though there are a variety of many good-paying jobs in the field when they graduate. This is not just an issue for our department, Computer and Information Technology (CIT). According to experts, with declining birthrates, students determining there are…
Descriptors: Information Technology, Student Recruitment, College Students, Learning Activities
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Gunasilan, Uma – Higher Education, Skills and Work-based Learning, 2022
Purpose: Debates are well known to encompass a variety of skills we would like higher education candidates to embody when they graduate. Design/methodology/approach: Debates in a classroom with computer science as the main subject has been popular in high schools particularly with emerging issues around the area, however it does not have as an…
Descriptors: Debate, Learning Activities, Teaching Methods, Programming
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Collins, Jazmin; Ford, Vitaly – Journal of Cybersecurity Education, Research and Practice, 2023
The use of the Capture the Flag (CTF)-style competitions has grown popular in a variety of environments as a method to improve or reinforce cybersecurity techniques. However, while these competitions have shown promise in student engagement, enjoyment, and the teaching of essential workforce cybersecurity concepts, many of these CTF challenges…
Descriptors: Computer Security, Computer Science Education, Coding, Competition
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Araos, Andrés; Damsa, Crina; Gaševic, Dragan – Journal of Computer Assisted Learning, 2023
Background: The surge of online platforms has generated interest in how specialized platforms support formal and informal learning in various disciplinary domains. Knowledge is still limited regarding how undergraduate students navigate and use platforms to learn. Objectives: This study explores computer and software engineering students' learning…
Descriptors: Computer Science Education, Computer Software, Learning Activities, Undergraduate Students
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Allen, Oliver; Downs, Xavier; Varoy, Elliot; Luxton-Reilly, Andrew; Giacaman, Nasser – IEEE Transactions on Learning Technologies, 2022
Object-oriented programming (OOP) is not only an integral part of computing degrees but also a requirement in non-computing majors such as engineering. Understanding OOP concepts can be difficult for novice programmers, and often leads to the development of misconceptions. This is exacerbated when the discipline requires students to learn a…
Descriptors: Programming, Programming Languages, Majors (Students), Learning Activities
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AlGhamdi, Rayed – International Journal of Technology in Education, 2023
Soft skills development, such as communication, teamwork, and problem-solving, is critical for computer students as they enter the profession. Students may be able to practice these skills in a virtual setting through an online task-based course. In this study, we investigated how successfully an online task-based course encouraged the development…
Descriptors: Soft Skills, Skill Development, Computer Science Education, Learning Activities
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Claudio Alvarez; Maira Marques Samary; Alyssa Friend Wise – Journal of Computing in Higher Education, 2024
Computer programming is a skill of increasing importance in scientific and technological fields. However, in introductory computer science (CS1) courses in higher education, approximately one in every three students fails. A common reason is that students are overwhelmed by an accelerated and inflexible pace of learning that jeopardizes success.…
Descriptors: Mastery Learning, Computer Science Education, Programming, Action Research
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Malik, Khalid Mahmood; Zhu, Meina – Education and Information Technologies, 2023
The need for computer science (CS) education, especially computer network education, is increasing. However, the challenges of teaching students with diverse backgrounds and engaging them in hands-on activities to apply theories into practices exist in CS education. The study addressed the challenges by using project-based learning (PBL) and…
Descriptors: Student Projects, Active Learning, Experiential Learning, Computer Science Education
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Mumcu, Filiz; Kidiman, Esra; Özdinç, Fatih – Journal of Pedagogical Research, 2023
Integrating computational thinking (CT) into various disciplines via computer science (CS) methods such as unplugged, block-based, text-based, and physical programming is a trending topic in educational sciences. This study presents a perspective on implementing an unplugged computer science activity to integrate CT into mathematics education.…
Descriptors: Computation, Thinking Skills, Mathematics Education, Learning Activities
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Pewkam, Wichaya; Chamrat, Suthida – Informatics in Education, 2022
Computing science which focuses on computational thinking, has been a compulsory subject in the Thai science curriculum since 2018. This study is an initial program to explore how and to what extend computing science that focused on STEM education learning approach can develop pre-service teachers' computational thinking. The online STEM-based…
Descriptors: Preservice Teachers, Preservice Teacher Education, STEM Education, Learning Activities
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Alma Pisabarro-Marron; Carlos Vivaracho-Pascual; Esperanza Manso-Martinez; Silvia Arias-Herguedas – IEEE Transactions on Education, 2024
Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although "serious game" in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is…
Descriptors: Educational Games, Higher Education, Learning Processes, Student Motivation
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Baiyun Chen; Ronald F. DeMara – IEEE Transactions on Education, 2024
The COVID-19 pandemic has introduced challenges to delivering laboratory-based STEM curricula. This study evaluates students' learning experience in a synchronous team design activity within the laboratory component of an undergraduate Computer Engineering course during the pandemic. Using the EduPad digital platform, students collaborated in…
Descriptors: Synchronous Communication, Distance Education, Engineering, STEM Education
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Poe, Laura F.; Brooks, Nita G.; Korzaan, Melinda; Hulshult, Andrea R.; Woods, David M. – Information Systems Education Journal, 2021
The growth-mindset was examined to determine student perception of success by incorporating goalsetting activities into the course curriculum. Faculty at three universities conducted a mixed methods study to examine the extent to which reflection and planning activities designed to engage a growth-mindset focus through setting SMART (Specific,…
Descriptors: Outcomes of Education, Reflection, Planning, Student Attitudes
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Gitinabard, Niki; Gao, Zhikai; Heckman, Sarah; Barnes, Tiffany; Lynch, Collin F. – Journal of Educational Data Mining, 2023
Few studies have analyzed students' teamwork (pairwork) habits in programming projects due to the challenges and high cost of analyzing complex, long-term collaborative processes. In this work, we analyze student teamwork data collected from the GitHub platform with the goal of identifying specific pair teamwork styles. This analysis builds on an…
Descriptors: Cooperative Learning, Computer Science Education, Programming, Student Projects
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