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Saito, Daisuke; Yajima, Risei; Washizaki, Hironori; Fukazawa, Yoshiaki – Education Sciences, 2021
In evaluating the learning achievement of programming-thinking skills, the method of using a rubric that describes evaluation items and evaluation stages is widely employed. However, few studies have evaluated the reliability, validity, and consistency of the rubrics themselves. In this study, we introduced a statistical method for evaluating the…
Descriptors: Scoring Rubrics, Computer Science Education, Programming, Reliability
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Taspolat, Ata; Özdamli, Fezile; Soykan, Emrah – SAGE Open, 2021
The flipped classroom method, which could be considered as one of the crucial new generation teaching approaches, is a permutation of the educational activities that are carried out inside and outside of the classroom environment. The main purpose of the present study is to determine the impact of the flipped classroom approach on students'…
Descriptors: Programming Languages, Computer Science Education, Flipped Classroom, Instructional Effectiveness
Chongning Sun – ProQuest LLC, 2021
Self-efficacy is seen as a barrier for youth, females in particular, to enter computer science (CS). In this study, I presented a near-peer mentoring model that focused on changing the mentee's self-efficacy in CS. The present study had three objectives: (a) to design a near-peer mentoring model (i.e., a conceptual model) around the sources of…
Descriptors: Peer Teaching, Mentors, Self Efficacy, Programming
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Luce, Thom – Information Systems Education Journal, 2020
This paper reviews the evolution of a senior level, live-client project development capstone class in the Analytics and Information Systems department of an AACSB accredited College of Business. The paper traces changes in methodologies and technologies leading to the current Scrum based approach, using ASP.NET Model-View-Controller, MVC, as the…
Descriptors: Capstone Experiences, College Seniors, Information Systems, Computer Software
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Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
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Maria Jesús Marco-Galindo; Julià Minguillón; David García-Solórzano; Teresa Sancho-Vinuesa – ACM Transactions on Computing Education, 2025
Objectives: This study addresses the challenges faced by students repeating an introductory programming course (CS1) at an online university, where dropout and failure rates remain high. While programming education has been widely studied, targeted interventions for repeating students remain scarce. Our research aims to analyze the experiences of…
Descriptors: Computer Science Education, Online Courses, Repetition, Introductory Courses
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Luo, Tian; Reynolds, Jilian; Muljana, Pauline Salim – Educational Technology Research and Development, 2022
Students need to learn and practice computational thinking and skills throughout PreK-12 to be better prepared for entering college and future careers. We designed a math-infused computer science course for third to fifth graders to learn programming. This study aims to investigate the impact of the course on students' knowledge acquisition of…
Descriptors: Elementary School Students, Computer Science Education, Programming, Retention (Psychology)
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Salehi, Ozlem; Seskir, Zeki; Tepe, Ilknur – IEEE Transactions on Education, 2022
Contribution: In this study, an alternative educational approach for introducing quantum computing to a wider audience is highlighted. The proposed methodology considers quantum computing as a generalized probability theory rather than a field emanating from physics and utilizes quantum programming as an educational tool to reinforce the learning…
Descriptors: Computer Science Education, Quantum Mechanics, Computation, Teaching Methods
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Ishihara, Makio; Rattanachinalai, Pongpun – Education and Information Technologies, 2022
This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of…
Descriptors: Computer Science Education, Programming, Novices, Task Analysis
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Jiang, Bo; Zhao, Wei; Zhang, Nuan; Qiu, Feiyue – Interactive Learning Environments, 2022
Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into…
Descriptors: Programming Languages, Computer Science Education, Problem Solving, Game Based Learning
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Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
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Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
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Özdinç, Fatih; Kaya, Gökhan; Mumcu, Filiz; Yildiz, Bahadir – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
STEM and computer science (CS) education are some of the most important research topics of the last decade. The idea that CS should be a part of STEM is becoming more and more common. The most important goals of integrating CS into STEM are to develop students' computational thinking (CT) and problem-solving skills. STEM education creates a…
Descriptors: Teachers, STEM Education, Computer Science Education, Integrated Activities
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Jenkins, Brian C. – Journal of Economic Education, 2022
The author of this article describes a new undergraduate course where students use Python programming for macroeconomic data analysis and modeling. Students develop basic familiarity with dynamic optimization and simulating linear dynamic models, basic stochastic processes, real business cycle models, and New Keynesian business cycle models.…
Descriptors: Undergraduate Students, Programming Languages, Macroeconomics, Familiarity
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Neutens, Tom; Coolsaet, Kris; Wyffels, Francis – ACM Transactions on Computing Education, 2022
In many countries, computer programming is becoming an integral part of the secondary school curriculum. However, many teachers, especially in the first years of Flemish secondary school, have limited experience with teaching programming. To improve their knowledge about programming, many different types of professional development programs have…
Descriptors: Foreign Countries, Secondary School Curriculum, Computer Science Education, Programming
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