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Randy Connolly – ACM Transactions on Computing Education, 2024
The belief that AI technology is on the cusp of causing a generalized social crisis became a popular one in 2023. While there was no doubt an element of hype and exaggeration to some of these accounts, they do reflect the fact that there are troubling ramifications to this technology stack. This conjunction of shared concerns about social,…
Descriptors: Artificial Intelligence, Computers, Technology Uses in Education, Public Opinion
Sorva, Juha – ACM Transactions on Computing Education, 2013
This article brings together, summarizes, and comments on several threads of research that have contributed to our understanding of the challenges that novice programmers face when learning about the runtime dynamics of programs and the role of the computer in program execution. More specifically, the review covers the literature on programming…
Descriptors: Computer Science Education, Programming, Introductory Courses, Misconceptions
O'Grady, Michael J. – ACM Transactions on Computing Education, 2012
Computer Science (CS) is a relatively new disciple and how best to introduce it to new students remains an open question. Likewise, the identification of appropriate instructional strategies for the diverse topics that constitute the average curriculum remains open to debate. One approach considered by a number of practitioners in CS education…
Descriptors: Educational Strategies, Problem Based Learning, Teaching Methods, Computer Science
Miller, Craig S.; Settle, Amber – ACM Transactions on Computing Education, 2011
Specifying file references for hypertext links is an elementary competence that nevertheless draws upon core computational thinking concepts such as tree traversal and the distinction between relative and absolute references. In this article we explore the learning effects of different instructional strategies in the context of an introductory…
Descriptors: Computers, Drills (Practice), Computer Literacy, Thinking Skills
Carbonaro, Mike; Szafron, Duane; Cutumisu, Maria; Schaeffer, Jonathan – Computers & Education, 2010
Enrollment in Computing Science university programs is at a dangerously low level. A major reason for this is the general lack of interest in Computing Science by females. In this paper, we discuss our experience with using a computer game construction environment as a vehicle to encourage female participation in Computing Science. Experiments…
Descriptors: Females, Computers, Grade 10, Thinking Skills
Bolanakis, Dimosthenis E.; Kotsis, Konstantinos T.; Laopoulos, Theodore – European Journal of Engineering Education, 2010
In the last decades, the technological and scientific evolution of the computing discipline has been widely affecting research in software engineering education, which nowadays advocates more enlightened and liberal ideas. This article reviews cross-disciplinary research on a computer architecture class in consideration of its switching to…
Descriptors: Engineering Education, Computers, Client Server Architecture, Computer System Design
Medina-Dominguez, Fuensanta; Sanchez-Segura, Maria-Isabel; Mora-Soto, Arturo; Amescua, Antonio – IEEE Transactions on Education, 2010
The development of collaborative Web applications does not follow a software engineering methodology. This is because when university students study Web applications in general, and collaborative Web portals in particular, they are not being trained in the use of software engineering techniques to develop collaborative Web portals. This paper…
Descriptors: Computer Software, Computers, Computer Science, Engineering
Murphy, Marianne C.; Sharma, Aditya; Seay, Cameron; McClelland, Marilyn K. – Information Systems Education Journal, 2010
As universities continually update and assess their curriculums, mainframe computing is quite often overlooked as it is often thought of as "legacy computer." Mainframe computing appears to be either uninteresting or thought of as a computer past its prime. However, both assumptions are leading to a shortage of IS professionals in the…
Descriptors: Computers, Computer Science Education, Information Science Education, Inclusion
Merrick, K. E. – IEEE Transactions on Education, 2010
This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…
Descriptors: Introductory Courses, Course Content, Computers, Programming
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games
Vaquero, L. M. – IEEE Transactions on Education, 2011
The cloud has become a widely used term in academia and the industry. Education has not remained unaware of this trend, and several educational solutions based on cloud technologies are already in place, especially for software as a service cloud. However, an evaluation of the educational potential of infrastructure and platform clouds has not…
Descriptors: Foreign Countries, Advanced Courses, Course Objectives, Computers
Zhu, Yi; Weng, T.; Cheng, Chung-Kuan – IEEE Transactions on Education, 2009
Incorporating programmable logic devices (PLD) in digital design courses has become increasingly popular. The advantages of using PLDs, such as complex programmable logic devices (CPLDs) and field programmable gate arrays (FPGA), have been discussed before. However, previous studies have focused on the experiences from the point of view of the…
Descriptors: Programming, Electronics, Logical Thinking, Client Server Architecture
Sindre, G.; Natvig, L.; Jahre, M. – IEEE Transactions on Education, 2009
The question/answer-based computer game "Age of Computers" was introduced to replace traditional weekly paper exercises in a course in computer fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the…
Descriptors: Foreign Countries, Educational Games, Computers, Games
Wallace, Scott A.; McCartney, Robert; Russell, Ingrid – Computer Science Education, 2010
Project MLeXAI [Machine Learning eXperiences in Artificial Intelligence (AI)] seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense--a simple real-time strategy game…
Descriptors: Games, Intercollegiate Cooperation, Curriculum Design, Curriculum Implementation
Ritzhaupt, Albert D. – ACM Transactions on Computing Education, 2009
This article provides an overview of the challenges in implementing a game development course with limited resources in computing curricula. An approach to a holistic game development course is outlined in terms of its organization, software, and instructional methods. The course had 23 students enrolled in its first offering and was…
Descriptors: Educational Strategies, Reliability, Cooperative Learning, Teaching Methods