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Showing 1 to 15 of 27 results Save | Export
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Danyelle Tauryce Willis; Kimberley Edelin Freeman – ACM Transactions on Computing Education, 2024
Objectives: We aim to understand, from a motivational perspective, how Black undergraduate women in computing make sense of their intersectional computing experiences. We examine their motivation to major in computing, their experiences as Black women in computing, and how these vary across institutional contexts. Participants: A sample of 77…
Descriptors: Undergraduate Students, African American Students, Student Motivation, Student Experience
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Camille Ferguson; Vanora Thomas; Juan Del Toro; Daniel Light; Kamau Bobb; Peta-Gay Clarke; Shameeka Emanuel; Ed Gronke; Mary Jo Madda; Imani Jennings – ACM Transactions on Computing Education, 2024
Black women represent the greatest underrepresentation in STEM fields, particularly the technology sector. According to a 2015 article in "The Verge," Black women make up between 0% and 7% of the staff at the eight largest technology firms in the United States. This points to a glaring problem in terms of equity and inclusivity in the…
Descriptors: Social Capital, Computer Science Education, Ecology, African American Students
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Bellino, Alessio; Herskovic, Valeria; Hund, Michael; Munoz-Gama, Jorge – ACM Transactions on Computing Education, 2021
A common belief among students is that computing is a boring subject that lacks a connection to the real world. The first class (one 80-minute session) in an introductory computer science course may be an appropriate instance to combat such a belief. Previous studies have used course-wide interventions, e.g., games and physical/tangible devices to…
Descriptors: Student Motivation, Computer Science Education, Programming, Introductory Courses
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Bowman, Nicholas A.; Jarratt, Lindsay; Culver, K. C.; Segre, Alberto M. – ACM Transactions on Computing Education, 2021
Active and collaborative learning has shown considerable promise for improving student outcomes and reducing group disparities. As one common form of collaborative learning, pair programming is an adapted work practice implemented widely in higher education computing programs. In the classroom setting, it typically involves two computer science…
Descriptors: Programming, Cooperative Learning, Student Attitudes, Academic Achievement
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Lunn, Stephanie; Ross, Monique; Hazari, Zahra; Weiss, Mark Allen; Georgiopoulos, Michael; Christensen, Kenneth – ACM Transactions on Computing Education, 2022
Despite increasing demands for skilled workers within the technological domain, there is still a deficit in the number of graduates in computing fields (computer science, information technology, and computer engineering). Understanding the factors that contribute to students' motivation and persistence is critical to helping educators,…
Descriptors: Educational Experience, Prediction, Identification (Psychology), Computer Science Education
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Maher Salem; Khalid Samara; Abdel-Karim Al-Tamimi – ACM Transactions on Computing Education, 2024
This study focuses on the challenges encountered in online cybersecurity education. It adopts an exploratory research design using a mixed-methods approach to investigate the perceptions and experiences of postgraduate students enrolled in an online cybersecurity program. The collection of data is structured into two distinct phases. In the…
Descriptors: Information Security, Computer Security, Guidelines, Student Motivation
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El-Hamamsy, Laila; Pellet, Jean-Philippe; Roberts, Matthew; Kovacs, Helena; Bruno, Barbara; Zufferey, Jessica Dehler; Mondada, Francesco – ACM Transactions on Computing Education, 2023
Context: Introducing Computer Science (CS) into formal education can be challenging, notably when considering the numerous stakeholders involved which include the students, teachers, schools, and policy makers. We believe these perspectives should be considered conjointly, which is possible within Research Practice Partnerships (RPPs). RPPs look…
Descriptors: Theory Practice Relationship, Research and Development, Partnerships in Education, Computer Science Education
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Prvan, Marina; Ožegovic, Julije – ACM Transactions on Computing Education, 2020
This article provides a survey of methods and paradigms for teaching Computer Networks (CN). Since the theoretical concepts are rather abstract in this subject, and students often find them too technical and difficult to understand, many authors attempt to answer the question on how to improve students' motivation and interest for the complex…
Descriptors: Teaching Methods, Computer Networks, Computer Science Education, Educational Research
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Rücker, Michael T.; van Joolingen, Wouter R.; Pinkwart, Niels – ACM Transactions on Computing Education, 2020
Enabling students to recognize and evaluate the ubiquitous impact of computing technology on society is an internationally proclaimed goal of a K-12 computing education. To that end, students need to actually engage with their computing knowledge in concrete everyday situations. From the perspectives of learning transfer and variation theory, we…
Descriptors: Secondary School Students, Student Attitudes, Computers, Information Technology
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Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
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Krusche, Stephan; Dzvonyar, Dora; Xu, Han; Bruegge, Bernd – ACM Transactions on Computing Education, 2018
Modern capstone courses use agile methods to deliver and demonstrate software early in the project. However, a simple demonstration of functional and static aspects does not provide real-world software usage context, although this is integral to understand software requirements. Software engineering involves capabilities such as creativity,…
Descriptors: Computer Software, Computer Science Education, Theater Arts, Vignettes
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Isomöttönen, Ville; Daniels, Mats; Cajander, Åsa; Pears, Arnold; Mcdermott, Roger – ACM Transactions on Computing Education, 2019
Literature on global employability signifies "enabling" learning environments where students encounter ill-formed and open-ended problems and are required to adapt and be creative. Varying forms of "projects," co-located and distributed, have populated computing curricula for decades and are generally deemed an answer to this…
Descriptors: Employment Qualifications, Student Projects, Student Motivation, Computer Software
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Peters, Anne-Kathrin – ACM Transactions on Computing Education, 2019
This article concludes a longitudinal study with the broader aim to explore learner development as a long-term, social process. One goal has been to inform the endeavours of improving student engagement, retention, as well as under-representation of certain demographics in computing. Students of two computer science-related study programmes…
Descriptors: Computer Science Education, Engineering Education, Undergraduate Students, Student Participation
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Conn, Paula; Gotfrid, Taylor; Zhao, Qiwen; Celestine, Rachel; Mande, Vaishnavi; Shinohara, Kristen; Ludi, Stephanie; Huenerfauth, Matt – ACM Transactions on Computing Education, 2020
We investigate the degree to which undergraduate computing students in a United States university consider accessibility several years after instruction. Prior work has found that cultural and ethical norms become ingrained early in STEM professionals' careers; so, we focus on students approaching graduation and after an internship experience, who…
Descriptors: Student Motivation, Computer Science Education, College Seniors, Instructional Effectiveness
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Kori, Külli; Pedaste, Margus; Must, Olev – ACM Transactions on Computing Education, 2018
Low retention rates in higher education Information Technology (IT) studies have led to an unmet demand for IT specialists. Therefore, universities need to apply interventions to increase retention rates and provide the labor market with more IT graduates. However, students with different characteristics may need different types of interventions.…
Descriptors: Information Technology, Computer Science Education, Intervention, School Holding Power
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