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Shane Wines – ProQuest LLC, 2024
Gamification is a teaching strategy often praised for its effectiveness in the classroom. The problem was the lack of information regarding teachers' perceptions regarding gamification in high school Advanced Placement (AP) computer science courses. The purpose of this qualitative study was to explore the perceptions of computer science teachers…
Descriptors: Teacher Attitudes, Gamification, Advanced Placement Programs, Computer Science Education
Partsafas, Andrea – ProQuest LLC, 2019
There is a consensus that today's students in the U.S. are not prepared to fill the almost 1 million unfilled computing jobs in 2024. In the wake of the Computer Science For All initiative in 2016, advocacy groups, such as the Association for Computing Machinery, Code.org and the Computer Science Teachers Association, actively encourage diversity…
Descriptors: Computer Science Education, English Language Learners, Disproportionate Representation, Student Diversity
Alexandra Ann Milliken – ProQuest LLC, 2021
This work applies to Computer Science (CS) K12 Education through a user experience and human-centered design and research approach. Due to the increase in use of technology, CS courses are important opportunities for K12 students to explore. In order to support the courses added to K12, in-service teachers lacking CS background are stepping up and…
Descriptors: Computer Science Education, Teaching Methods, Technology Uses in Education, Advanced Placement Programs
de Castro, Christopher H. – ProQuest LLC, 2011
This study explored the development of student's conceptual understandings of limit and derivative when utilizing specifically designed computational tools. Fourteen students from a secondary Advanced Placement Calculus AB course learned and explored the limit and derivative concepts from differential calculus using visualization tools in the…
Descriptors: Advanced Placement Programs, Problem Solving, Programming, Mathematical Concepts