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Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Birhan, Amare Tesfie – International Journal of Language Education, 2021
Lexical bundles are two or more string of words that co-occur frequently in a corpus. Hence, this corpus-based research design study examines the effects of lexical bundles on English as a foreign language learner's abstract genre academic writing skills, and it also investigates students' perception towards lexical bundles instruction to enhance…
Descriptors: Phrase Structure, Teaching Methods, Computational Linguistics, Second Language Learning
Wang, Gui Ping; Chen, Shu Yu; Yang, Xin; Feng, Rui – European Journal of Engineering Education, 2016
Practical abilities are important for students from majors including Computer Science and Engineering, and Electrical Engineering. Along with the popularity of ACM International Collegiate Programming Contest (ACM/ICPC) and other programming contests, online judge (OJ) websites achieve rapid development, thus providing a new kind of programming…
Descriptors: Competition, Programming, Programming Languages, Computer Science
Tumthong, Suwut; Piriyasurawong, Pullop; Jeerangsuwan, Namon – Journal of Education and Learning, 2016
This research proposes a functional competency development model for academic personnel based on international professional qualification standards in computing field and examines the appropriateness of the model. Specifically, the model consists of three key components which are: 1) functional competency development model, 2) blended training…
Descriptors: Competence, Technological Literacy, Models, Learning
Lu, Owen H. T.; Huang, Jeff C. H.; Huang, Anna Y. Q.; Yang, Stephen J. H. – Interactive Learning Environments, 2017
As information technology continues to evolve rapidly, programming skills become increasingly crucial. To be able to construct superb programming skills, the training must begin before college or even senior high school. However, when developing comprehensive training programmers, the learning and teaching processes must be considered. In order to…
Descriptors: Learner Engagement, Outcomes of Education, Online Courses, Educational Research
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
Flannery, Kathleen A.; Malita, Mihaela – College Teaching, 2014
We present our case study of an interdisciplinary team project for students taking either a psychology or computer science (CS) course. The project required psychology and CS students to combine their knowledge and skills to create an online cognitive task. Each interdisciplinary project team included two psychology students who conducted library…
Descriptors: Interdisciplinary Approach, Student Projects, Group Activities, Psychology
Wu, Ji-Wei; Tseng, Judy C. R.; Hwang, Gwo-Jen – Educational Technology & Society, 2015
Inquiry-Based Learning (IBL) is an effective approach for promoting active learning. When inquiry-based learning is incorporated into instruction, teachers provide guiding questions for students to actively explore the required knowledge in order to solve the problems. Although the World Wide Web (WWW) is a rich knowledge resource for students to…
Descriptors: Foreign Countries, Inquiry, Active Learning, Intelligent Tutoring Systems
Perez-Marin, Diana; Pascual-Nieto, Ismael – Journal of Science Education and Technology, 2012
Students tend to procrastinate. In particular, Computer Science students tend to reduce the number of hours devoted to study concepts after class. In this paper, a case study on the use of Blended Learning to encourage Computer Science students to study is described. Furthermore, an experiment in which the reaction of 131 Computer Science…
Descriptors: Blended Learning, Scoring, Computer Science, Study Habits
Lim, Billy; Hosack, Bryan; Vogt, Paul – Electronic Journal of e-Learning, 2012
This paper describes a framework for measuring student learning gains and engagement in a Computer Science 1 (CS 1) / Information Systems 1 (IS 1) course. The framework is designed for a CS1/IS1 course as it has been traditionally taught over the years as well as when it is taught using a new pedagogical approach with Web services. It enables the…
Descriptors: Academic Achievement, Computer Science, Internet, Information Systems
Lang, Catherine; Fisher, Julie; Craig, Annemieke; Forgasz, Helen – Computer Science Education, 2015
This article presents a reflective analysis of an outreach programme called the Digital Divas Club. This curriculum-based programme was delivered in Australian schools with the aim of stimulating junior and middle school girls' interest in computing courses and careers. We believed that we had developed a strong intervention programme based on…
Descriptors: Outreach Programs, Computer Science, Females, Foreign Countries
Tekinarslan, Erkan – Journal of Information Technology Education: Research, 2013
The purpose of this study is to investigate the effects of screencasts on the Turkish undergraduate students' achievement and knowledge acquisitions in spreadsheet applications. The methodology of the study is based on a pretest-posttest experimental design with a control group. A total of 66 undergraduate students in two groups (n = 33 in…
Descriptors: Foreign Countries, Spreadsheets, Teaching Methods, Pretests Posttests
Kim, Byeongsu; Kim, Taehun; Kim, Jonghoon – Journal of Educational Computing Research, 2013
The paper-and-pencil programming strategy (PPS) is a way of representing an idea logically by any representation that can be created using paper and pencil. It was developed for non-computer majors to improve their understanding and use of computational thinking and increase interest in learning computer science. A total of 110 non-majors in their…
Descriptors: Teaching Methods, Nonmajors, Computer Science, Thinking Skills
Ernst, Jeremy V.; Clark, Aaron C. – Journal of STEM Education: Innovations and Research, 2012
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…
Descriptors: Computers, Educational Technology, Vocational Education, Student Attitudes
Ludi, Stephanie; Reichlmayr, Tom – ACM Transactions on Computing Education, 2011
This article describes an outreach program to broaden participation in computing to include more students with visual impairments. The precollege workshops target students in grades 7-12 and engage students with robotics programming. The use of robotics at the precollege level has become popular in part due to the availability of Lego Mindstorm…
Descriptors: High School Students, Visual Impairments, Middle School Students, Outreach Programs
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