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Showing 1 to 15 of 47 results Save | Export
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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
M. Coenraad; M. Hodge; P. Ruiz; K. Mills; Q. Burke – Digital Promise, 2021
This interview protocol includes five steps to conduct an empathy interview. In the Empathize Phase of designing an inclusive computing pathway, empathy interviews are conducted. Empathy interviews allow you to hear the stories and experiences of someone who will use what you are designing and learn about their realities, in this case, a student.…
Descriptors: Interviews, Questioning Techniques, Empathy, Design
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Baiyun Chen; Ronald F. DeMara – IEEE Transactions on Education, 2024
The COVID-19 pandemic has introduced challenges to delivering laboratory-based STEM curricula. This study evaluates students' learning experience in a synchronous team design activity within the laboratory component of an undergraduate Computer Engineering course during the pandemic. Using the EduPad digital platform, students collaborated in…
Descriptors: Synchronous Communication, Distance Education, Engineering, STEM Education
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Ehsan, Hoda; Rehmat, Abeera P.; Cardella, Monica E. – International Journal of Technology and Design Education, 2021
Just as engineering and computational thinking have recently gained increased attention in pre-college school-based education, many museums and science centers have also designed exhibits and experiences to promote computational thinking and engineering learning. Recent reports suggest that computational and engineering thinking can empower each…
Descriptors: Computer Science, Engineering, Informal Education, Science Teaching Centers
Weintrop, David; Wilensky, Uri – Educational Technology, 2016
Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…
Descriptors: Video Games, Teaching Methods, Programming, Computer Science
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Stephanie M. Robillard; Victor R. Lee; Jody Clarke-Midura; Jessica Shumway – Journal of Research on Technology in Education, 2025
This article uses interaction analysis to examine an episode moment-by-moment of how a group of educators recognized and acknowledged that a specific design decision could be harmful for a historically marginalized population of students enrolled in the district. However, once a key change was made to be more culturally responsive and considerate,…
Descriptors: Design, Computer Science, Culturally Relevant Education, Cooperation
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De Garrido, Luis – Creativity Research Journal, 2022
The main objective of this paper is the conceptual design of a computational AI system that emulates human creativity. To do this, extensive research has been done on recent discoveries about the neural bases of human creativity. As a result, eleven neurocognitive factors have been identified on which the tremendous creative capacity of the human…
Descriptors: Artificial Intelligence, Brain, Creativity, Program Design
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Waguespack, Leslie J. – Information Systems Education Journal, 2016
Design as an academic endeavor has a rich history in the visual and performing arts as well as the "construction" arts: architectural, industrial, graphic, interior, fashion, and landscape design. Design in the natural and commercial sciences is largely peripheral. Although not ignored, design in the sciences predominates as a dialect of…
Descriptors: Information Systems, Design, Curriculum Design, Computer Science
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Peppler, Kylie; Wohlwend, Karen – Arts Education Policy Review, 2018
Recent advances in arts education policy, as outlined in the latest National Core Arts Standards, advocate for bringing digital media into the arts education classroom. The promise of such Science, Technology, Engineering, Arts, and Mathematics (STEAM)-based approaches is that, by coupling Science, Technology, Engineering, and Mathematics (STEM)…
Descriptors: STEM Education, Art Education, Design, Computer Science
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Sung, Euisuk – Technology and Engineering Teacher, 2019
Computational thinking has been popularized in the last decade, particularly with the emphasis on coding education in K-12 schools. The core idea of computational thinking has a close relationship with technology and engineering education (TEE). TEE has emphasized the use of computing skills to solve problems, and integrative STEM education…
Descriptors: Skill Development, Computation, STEM Education, Engineering
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Potvin, Geoff; McGough, Catherine; Benson, Lisa; Boone, Hank J.; Doyle, Jacqueline; Godwin, Allison; Kirn, Adam; Ma, Beverly; Rohde, Jacqueline; Ross, Monique; Verdin, Dina – IEEE Transactions on Education, 2018
Contribution: The current study finds that female-identified students report stronger associations between "helping others" and interest in bioengineering/biomedical engineering than non-females, while they report less interest in electrical and computer engineering overall, with similar associations to factors such as…
Descriptors: Gender Differences, STEM Education, Engineering Education, Disproportionate Representation
DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Peters-Burton, Erin E.; Cleary, Timothy J.; Kitsantas, Anastasia – International Association for Development of the Information Society, 2015
A quality educational experience for secondary students involves more than an acquisition of content knowledge; it entails providing students opportunities to develop a variety of thinking skills that enable integration of knowledge and the promotion of student self-directed learning outside of the classroom. One critical skill that is often…
Descriptors: Secondary School Students, Thinking Skills, Skill Development, Critical Thinking
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Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
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