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Herminio Bodon; Vishesh Kumar; Marcelo Worsley – ACM Transactions on Computing Education, 2025
Objectives: Athletics and sports represent a focal part of adolescence for millions of youth around the world. However, opportunities to engage in computer science (CS) learning experiences are less prevalent, particularly among Hispanic and low-income communities. Recently, researchers have explored ways to bridge these, seemingly, disparate…
Descriptors: Design, Computer Science Education, Physical Education, Athletics
Mouna Denden; Ahmed Mohamed Fahmy Yousef; Ahmed Tlili; Ronghuai Huang; Ahmed Hosny Saleh Metwally; Haijun Zeng; Huanhuan Wang; Rustam Shadiev – Open Praxis, 2025
Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a…
Descriptors: Gamification, Educational Games, Design, College Students
Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
Peer reviewedRebecca Casciano – Grantee Submission, 2025
This study evaluated the implementation and impact of the School of Interactive Arts (SIA), a scalable, in-class instructional model designed to introduce high school students to computer science and video game design through a virtual platform called Ghost School. Conducted in New York City Department of Education public high schools, the study…
Descriptors: Program Implementation, Program Evaluation, Program Effectiveness, High School Students
Samson O. Adeoye; Heather Lindberg; B. Bagby; Anne M. Brown; Feras A. Batarseh; Eric K. Kaufman – NACTA Journal, 2023
Cyberbiosecurity is an emerging field at the convergence of life sciences and the digital world. As technological advances improve operational processes and expose them to vulnerabilities in agriculture and life sciences, cyberbiosecurity has become increasingly important for addressing contemporary concerns. Unfortunately, at this time,…
Descriptors: Computer Security, Biology, Biological Sciences, Labor Force Development
Ruijie Zhou; Chong Xie; Xiuling He; Yangyang Li; Qiong Fan; Ying Yu; Zhonghua Yan – Journal of Educational Computing Research, 2024
Computational thinking (CT), an essential competency for comprehending and addressing intricate issues in the digital world, has been incorporated into curriculum planning as a goal for programming education. This study introduced flow design into programming curricula to investigate its impact on undergraduates 'CT skills during pair work. Two…
Descriptors: Undergraduate Students, Thinking Skills, Computation, Programming
Deepti Reddy Patil; Sridhar Iyer; Sasikumar – ACM Transactions on Computing Education, 2025
Design problems are often ill-structured as the requirements are broadly defined and have multiple correct solutions. Experts solve such problems by applying various cognitive and metacognitive skills before the formal specifications and solution designs are documented. Novices often need help solving ill-structured design problems as they lack…
Descriptors: Educational Environment, Problem Solving, Design, Technology Uses in Education
Hladik, Stephanie; Sengupta, Pratim; Shanahan, Marie-Claire – Cognition and Instruction, 2023
In this paper, we emphasize the importance of looking beyond technology itself and including interactional and experiential elements in our research gaze in informal computing education in science museums. We argue that, in these contexts, facilitation can be understood as "design work" that is both complex and challenging. We identify…
Descriptors: Museums, Facilitators (Individuals), Science Teaching Centers, Informal Education
Nikolaos Pellas – Journal of Educational Computing Research, 2024
Educational technologists and practitioners have made substantial strides in developing affordable digital and tangible resources to support both formal and informal computer science instruction. However, there is a lack of research on practice-based assignments, such as Internet of Things (IoT) projects, that allow undergraduate students to…
Descriptors: Computation, Thinking Skills, Learning Motivation, Academic Persistence
Jacqueline Nijenhuis-Voogt; Durdane Bayram; Paulien C. Meijer; Erik Barendsen – International Journal of Computer Science Education in Schools, 2024
A context-based approach to education aims to improve students' meaningful learning and uses authentic situations in which scientific concepts are applied. The use of contexts may contribute to the learning of abstract concepts such as algorithms. The selection of appropriate contexts, however, is challenging for teachers. It is therefore…
Descriptors: Secondary Education, Computer Science Education, Secondary School Science, Algorithms
Oleson, Alannah; Wortzman, Brett; Ko, Amy J. – ACM Transactions on Computing Education, 2021
Design is a distinct discipline with its own practices, tools, professions, and areas of scholarship. However, practitioners from other fields often leverage aspects of design in their own work, leading to subfields like engineering design and architecture design that are neither wholly design nor wholly the intersecting discipline. Similarly,…
Descriptors: Elementary Secondary Education, Computer Science Education, Design, Role
Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
Rupert Ward; Sheryl Grant; Megan Workmon Larsen; Kate Giovacchini – IEEE Transactions on Education, 2024
The purpose of this article is to share worked examples of skills profiling within the universal micro-credential framework, a novel approach designed to further the enablement of 21st century skills which are defined here as a generalized series of competencies gained by a learner that enable them to self-reflect, self-regulate and self-optimize…
Descriptors: Microcredentials, Recognition (Achievement), Interdisciplinary Approach, Computer Science Education
Gayithri Jayathirtha; Gail Chapman; Joanna Goode – Journal of Research on Technology in Education, 2025
We report findings from qualitatively analyzing audio recordings and teacher-generated products from a two-day in-person collaborative design (co-design) workshop where nine experienced high school CS teachers revised parts of an existing introductory high school program toward justice. In response to our research question of how teachers…
Descriptors: Experienced Teachers, Team Teaching, Design, High School Teachers
Charlotte Pierce; Clinton J. Woodward; Andrew Trevillian; Q. Tien Pham – ACM Transactions on Computing Education, 2025
Capstone courses, where students work on a large group project at the end of their degree, are common in computing. Many accreditation and industry bodies explicitly require or recommend them. Over the past two decades, capstone courses specifically focused on game development have become increasingly popular. Game development offers students the…
Descriptors: Foreign Countries, Computer Science Education, Programming, Design

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