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Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
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Panskyi, Taras; Rowinska, Zdzislawa – Informatics in Education, 2021
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of…
Descriptors: Holistic Approach, Video Games, Game Based Learning, Teaching Methods
Omar Ahmed Yacoub – ProQuest LLC, 2023
The Purpose of this dissertation is to explore undergraduate Computer Science (CS) students' writing processes and transfer as they occur in the process of completing a writing assignment in a CS course. In particular, I observe and analyze students' writing processes, and investigate examples of writing knowledge transfer from prior and…
Descriptors: Undergraduate Students, Computer Science Education, Majors (Students), Transfer of Training
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Pike, Ronald E.; Brown, Brandon; West, Tobi; Zentner, Aeron – Information Systems Education Journal, 2020
The aim of this report is to highlight efforts to develop a digital badging and e-portfolio environment that will illuminate and validate curricular, co-curricular, and extracurricular learning in cybersecurity. This effort includes Cal Poly Pomona and Coastline College, which are both designated as Centers of Academic Excellence in Cyber Defense…
Descriptors: Recognition (Achievement), Evaluation Methods, Portfolios (Background Materials), Computer Security
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Daisy Ramirez; Sarah L. Rodriguez; Kathleen J. Lehman; Linda J. Sax – Journal Committed to Social Change on Race and Ethnicity, 2024
This qualitative study employs interviews to explore the process of computing identity development and maintenance among Latina undergraduate students, beginning from their experiences in introductory computing courses and extending beyond. The findings shed light on the significant influence of factors such as peer and faculty recognition,…
Descriptors: Females, Hispanic American Students, Student Attitudes, Self Concept
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Paek, Seungoh; Leong, Peter; Johnson, Philip; Moore, Carleton – International Journal of Technology in Education and Science, 2021
Despite the perceived value of extracurricular experience, higher education relies heavily on grade point average (GPA) as a measure of undergraduates' academic success. When used as a singular standard assessment, GPA, which is based on student progress and completion of coursework, may inadvertently steer undergraduates away from valuable…
Descriptors: Grade Point Average, Computer Science Education, Undergraduate Students, Career Development
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Andra Antal-Berbecaru; Alexia Larchen Costuchen; Soumyabrata Dev – Computers in the Schools, 2024
This paper is about the development of a gamified application tailored to Generation Z (population born between 1997 and 2012) as an alternative to the text-based LimeSurvey (formerly PHPSurveyor). The study was conducted among students from the Department of Computer Science at University College Dublin. Data were analyzed from the perspectives…
Descriptors: Gamification, Learner Engagement, Student Surveys, Age Groups
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Anette Bentz; Bernhard Standl – ACM Transactions on Computing Education, 2024
Digital literacy is considered to be crucial for social and professional participation. Hence, several projects have been launched in school, as well as extracurricular activities to promote digital literacy in middle school. They aim, among other things, to increase interest in the so-called STEM subjects (science, technology, engineering, and…
Descriptors: Digital Literacy, Computer Science Education, Extracurricular Activities, Middle School Students
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Kam, Hwee-Joo; Katerattanakul, Pairin – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: In this study, the researchers investigated whether the out-of-class learning approach could help the students to attain any valuable learning outcomes for cybersecurity learning and could enhance the perceived value of cybersecurity education among the students. Background: Cybersecurity learning poses challenges for its students to…
Descriptors: Academic Achievement, Learner Engagement, Computer Security, Information Security
Anita Lavakumar – ProQuest LLC, 2021
It has been projected that the U.S. economy will have a surplus of computer science jobs in the future to keep up with innovation and the evolution of the digital world, and more computer science professionals will be needed to fill these jobs. In the past 15-20 years, efforts have been underway that focus on the recruitment and retention of…
Descriptors: Computer Science Education, Minority Group Students, Elementary Secondary Education, Undergraduate Study
Arslankara, Veysel Bilal; Usta, Ertugrul – Online Submission, 2020
The activities of the students during the summer holidays, learning losses or the forgetfulness of the return of the holidays have been discussed in the educational sciences for a long time. However, very little research is being done and has little place in educational policies. This is especially important in applications and continuity courses…
Descriptors: School Schedules, Vacations, Learning Activities, Extracurricular Activities
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Lakanen, Antti Jussi; Isomöttönen, Ville – Informatics in Education, 2018
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address; 31.5% responded the survey (n = 197). This data was then combined with…
Descriptors: Computer Science Education, Extracurricular Activities, Programming, Workshops
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
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Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
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Wilson, Denise; Jones, Diane; Kim, Mee Joo; Allendoerfer, Cheryl; Bates, Rebecca; Crawford, Joy; Floyd-Smith, Tamara; Plett, Melani; Veilleux, Nanette – Journal of Engineering Education, 2014
Background: Cocurricular and extracurricular activities benefit precollege students. Yet connections between these activities and academic outcomes in college are mixed or inconclusive. Little is known about how involvement in cocurricular activities is associated specifically with academic engagement in college. Purpose (Hypothesis): The purpose…
Descriptors: Extracurricular Activities, Engineering Education, Computer Science Education, Undergraduate Students
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