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Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
Saglam, Rahime Belen; Miller, Vincent; Franqueira, Virginia N. L. – IEEE Transactions on Education, 2023
Contribution: This article presents a systematic literature review of research concerning cyber security education for children (under 18s) on a global scale. Background: While the Internet brings great convenience to children, it can potentially cause harms due to lack of knowledge about online risks. Research Questions: 1. What cyber security…
Descriptors: Computer Science Education, Computer Security, Children, Internet
Nurul Hazlina Noordin; Kamil Khalili Bin Haji Abdullah; Phuah Soon Eu – IEEE Transactions on Education, 2024
Contribution: This study presents an innovative experiential learning model utilizing an educational pico satellite kit as a tool for cultivating digital making skills. The distinct approach showcases a positive impact on students' learning experiences and serves as a motivating force, offering valuable implications for engineering and technical…
Descriptors: Digital Literacy, Skill Development, STEM Education, Instructional Effectiveness
Feijoo-Garcia, Pedro G.; Kapoor, Amanpreet; Gardner-McCune, Christina; Ragan, Eric – IEEE Transactions on Education, 2022
Contribution: In this article, the authors present findings and insights on the efficacy of using an educational block-based programming (BBP) environment--Blocks4DS, to teach the binary search tree (BST). Background: For a decade, BBP environments have been a hot topic in the computer science education (CSEd) community to promote interactive…
Descriptors: Computer Science Education, Programming, Programming Languages, Mathematics
Vinueza-Morales, Mariuxi; Borrego, Diana; Galindo, Jose A.; Benavides, David – IEEE Transactions on Education, 2021
Contribution: A systematic literature review on the empirical evidence regarding the usage of programming languages for learning purposes is presented. The review analyzes different methods and tools at different educational levels and with different objectives. Background: Learning programming has gained relevance in the last decade. This is due…
Descriptors: Teaching Methods, Programming Languages, Research Reports, Computer Science Education
Workman, Michael D.; Luevanos, J. Anthony; Mai, Bin – IEEE Transactions on Education, 2022
Contribution: Based on a previous exploratory study, this research further investigated learning mode contributions from simulations and live competitive activities compared to a traditional classroom, laboratory, and testing approach to instruction in order to assess the applied behavioral contributions of each. Background: Cybersecurity…
Descriptors: Computer Security, Information Security, Computer Science Education, Simulation
Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
Pakpour, Nazzy; Nouredini, Sahar; Tandon, James – IEEE Transactions on Education, 2022
Contribution: Although engineering hackathon events are common, this is one of the first reports of such an event used for the purpose of teaching engineering students about public health concepts. Results from this study suggest that hackathons are an effective format for teaching topics that are not core to the engineering discipline in a short…
Descriptors: Undergraduate Students, Engineering Education, Computer Science Education, Programming
Lopez-Fernandez, Daniel; Gordillo, Aldo; Alarcon, Pedro P.; Tovar, Edmundo – IEEE Transactions on Education, 2021
Contribution: This article provides evidence on the effectiveness of game-based learning (GBL) for computer science education when using educational video games created by teachers using authoring tools. Background: Although teacher-oriented authoring tools for creating educational video games can help overcome the main barriers hampering the use…
Descriptors: Game Based Learning, Educational Games, Video Games, Computer Science Education
Wang, Lei; Zhen, Ziqi; Wo, Tianyu; Jiang, Bo; Sun, Hailong; Long, Xiang – IEEE Transactions on Education, 2020
Contribution: The design of an operating system (OS) experiment course with a gentle learning curve is proposed and a scalable OS experiment platform supporting learning behavior analysis is presented. Background: In the teaching practice of the OS experiment course, several problems were faced. First, the learning curve for the students is too…
Descriptors: Computer Science Education, Student Behavior, Feedback (Response), Difficulty Level
Trussell, H. Joel; Gumpertz, Marcia L. – IEEE Transactions on Education, 2020
Contribution: This article compares the predictive performance of the scores on WeBWorK homework (online) with those of standard handwritten homework. The comparison is done across six undergraduate electrical engineering classes where each of the nine instructors have used both homework modalities. Background: Online homework systems have been…
Descriptors: Instructional Effectiveness, Electronic Learning, Web Based Instruction, Homework
Troussas, Christos; Krouska, Akrivi; Sgouropoulou, Cleo – IEEE Transactions on Education, 2021
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers…
Descriptors: Undergraduate Students, Intelligent Tutoring Systems, Computer Science Education, Programming
Lin, Che-Chern; Liu, Zi-Cheng; Chang, Chih-Lin; Lin, Yu-Wen – IEEE Transactions on Education, 2019
Contribution: An online genetic algorithm-based remedial learning system is presented in order to strengthen students' understanding of object-oriented programming (OOP) concepts by tailoring personalized learning materials according to each student's strengths and weaknesses. Background: Prior studies on computer programming education have…
Descriptors: Individualized Instruction, Remedial Instruction, Computer Science Education, Programming Languages
Velázquez-Iturbide, J. Ángel; Castellanos, M. Eugenia; Hijón-Neira, Raquel – IEEE Transactions on Education, 2016
Recursion is one of the most difficult programming topics for students. In this paper, an instructional method is proposed to enhance students' understanding of recursion tracing. The proposal is based on the use of rules to translate linear recursion algorithms into equivalent, iterative ones. The paper has two main contributions: the…
Descriptors: Computer Science Education, Programming, Teaching Methods, Mathematics