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Michael Lachney; Madison C. Allen Kuyenga; Jada Phelps; Aman Yadav; Matt Drazin – Computer Science Education, 2024
Background & context: Inspired by the nature-cultures of belonging from Black hair care, we conducted a design experiment to bridge computer science (CS) education, urban gardening, and cosmetology in a culturally responsive computing (CRC) library program. Objective: The design was oriented around a small-scale aquaponics system to grow mint…
Descriptors: Middle School Students, High School Students, Librarians, Library Services
Hundhausen, C. D.; Conrad, P. T.; Carter, A. S.; Adesope, O. – Computer Science Education, 2022
Background and Context: Assessing team members' indivdiual contributions to software development projects poses a key problem for computing instructors. While instructors typically rely on subjective assessments, objective assessments could provide a more robust picture. To explore this possibility, In a 2020 paper, Buffardi presented a…
Descriptors: Computer Software, Computer Science Education, Correlation, Engineering Education
Fields, Deborah; Lui, Debora; Kafai, Yasmin; Jayathirtha, Gayithri; Walker, Justice; Shaw, Mia – Computer Science Education, 2021
Background and Context: While assessment of computational thinking concepts, practices, and perspectives is at the forefront of K-12 CS education, supporting student "communication about computation" has received relatively little attention. Objective: To examine the usability of process-based portfolios for capturing students'…
Descriptors: Computer Science Education, Computation, Thinking Skills, Student Projects
Tushev, Miroslav; Williams, Grant; Mahmoud, Anas – Computer Science Education, 2020
Background and Context: GitHub has been recently used in Software Engineering (SE) classes to facilitate collaboration in student team projects as well as help teachers to evaluate the contributions of their students more objectively. Objective: We explore the benefits and drawbacks of using GitHub as a means for team collaboration and performance…
Descriptors: Computer Software, Engineering Education, Student Projects, Teamwork
Worsley, Marcelo; Bar-El, David – Computer Science Education, 2022
Background and Context: Making is celebrated for bringing exciting tools and learning opportunities to non-traditional designers. However, people with disabilities may find themselves excluded from many making activities and makerspaces. This exclusion is present in making and computer science more broadly. Objective: We describe a university…
Descriptors: Inclusion, Students with Disabilities, College Students, Shared Resources and Services
Lui, Debora; Kafai, Yasmin; Litts, Breanne; Walker, Justice; Widman, Sari – Computer Science Education, 2020
Background and Context: Physical computing involves complex negotiations of multiple, on and off-screen tasks, which calls for research on how to best structure collaborative work to ensure equitable learning. Objective: We focus on how pairs self-organized their multi-domain tasks in physical computing, and how their social interactions supported…
Descriptors: Cooperative Learning, High School Students, Computer Science Education, Programming
Robertson, Judy – Computer Science Education, 2013
There is a pressing need for gender inclusive approaches to engage young people in computer science. A recent popular approach has been to harness learners' enthusiasm for computer games to motivate them to learn computer science concepts through game authoring. This article describes a study in which 992 learners across 13 schools took part in a…
Descriptors: Computer Science Education, Gender Differences, Computer Games, Educational Benefits
Fee, Samuel B.; Holland-Minkley, Amanda M. – Computer Science Education, 2010
Regardless of the course topic, every instructor in a computing field endeavors to engage their students in deep problem-solving and critical thinking. One of the specific learning outcomes throughout our computer science curriculum is the development of independent, capable problem solving--and we believe good pedagogy can bring such about. Our…
Descriptors: Problem Based Learning, Problem Solving, Computer Science, Teaching Methods
Pilskalns, Orest – Computer Science Education, 2009
A senior project course is often employed to expose students to industrial problems and teamwork. Students are expected to use industrial strength tools to deal with issues such as requirements, design, process models, collaboration, management, testing, maintenance and more. In addition, the senior project often plays a large role in satisfying…
Descriptors: Student Projects, Student Interests, Entrepreneurship, Teaching Methods
Crellin, Jonathan; Duke-Williams, Emma; Chandler, Jane; Collinson, Timothy – Computer Science Education, 2009
This article reports on the use of a virtual world ("Second Life") in computing education, and identifies the precursors of current virtual world systems. The article reviews the potential for virtual worlds as tools in computing education. It describes two areas where "Second Life" has been used in computing education: as a…
Descriptors: Foreign Countries, Computer Simulation, Social Systems, Internet
Tekinerdogan, Bedir – Computer Science Education, 2011
Model-driven software development (MDSD) aims to support the development and evolution of software intensive systems using the basic concepts of model, metamodel, and model transformation. In parallel with the ongoing academic research, MDSD is more and more applied in industrial practices. After being accepted both by a broad community of…
Descriptors: Foreign Countries, Computer Software, Graduate Study, Industry
Charlton, Terence; Devlin, Marie; Drummond, Sarah – Computer Science Education, 2009
As part of the CETL ALiC initiative (Centre of Excellence in Teaching and Learning: Active Learning in Computing), undergraduate computing science students at Newcastle and Durham universities participated in a cross-site team software development project. To ensure we offer adequate resources to support this collaboration, we conducted an…
Descriptors: Foreign Countries, Social Networks, Web Sites, Communication Strategies
Cajander, Asa; Daniels, Mats; McDermott, Roger – Computer Science Education, 2012
This paper investigates the links between the "contributing student pedagogy" and other forms of peer-mediated learning models, e.g. "open-ended group projects" and "communities of practice." We find that a fundamental concern in each of these models is the attribution of "value"; specifically, recognition…
Descriptors: Foreign Countries, Distance Education, Information Technology, Socialization
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
Stanley, Timothy D.; Wong, Lap Kei; Prigmore, Daniel; Benson, Justin; Fishler, Nathan; Fife, Leslie; Colton, Don – Computer Science Education, 2007
Students learn better when they both hear and do. In computer architecture courses "doing" can be difficult in small schools without hardware laboratories hosted by computer engineering, electrical engineering, or similar departments. Software solutions exist. Our success with George Mills' Multimedia Logic (MML) is the focus of this paper. MML…
Descriptors: Undergraduate Students, Computer Software, Computer Science Education, Student Projects
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