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Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities
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
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
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
Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
Smith, Carmen Petrick; King, Barbara; González, Diana – Teaching Children Mathematics, 2015
There is a growing need for STEAM-based (Science, Technology, Engineering, Arts, and Mathematics) knowledge and skills across a wide range of professions (Brazell 2013). Yet students often fail to see the usefulness of mathematics beyond the classroom (Kloosterman, Raymond, and Emenaker 1996), and they do not regularly make connections between…
Descriptors: STEM Education, Art Education, Mathematics, Mathematical Concepts
Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2017
For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Educational Games
Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
Slocombe, Will; Price, Chris – E-Learning, 2008
Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by proposing an innovative method of fostering interdisciplinary collaboration through the design of computer games. The game to be developed, "On the…
Descriptors: Educational Games, Computers, Design, Interdisciplinary Approach
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Association for Educational Data Systems, Washington, DC. – 1971
In this introductory pamphlet, computers are defined, and the main components of a computer system (input, storage or memory, control, arithmetic logic, and output), the language of the computer and use of computers in education are discussed. The latter section considers computer science, computer-assisted instruction, programed instruction,…
Descriptors: Computer Assisted Instruction, Computer Science, Computer Science Education, Computers