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Showing 1 to 15 of 28 results Save | Export
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Modesti, Paolo – Informatics in Education, 2020
As the number of software vulnerabilities discovered increases, the industry is facing difficulties to find specialists to cover the vacancies for security software developers. Considering relevant teaching and learning theories, along with existing approaches in software security education, we present the pedagogic rationale and the concrete…
Descriptors: Computer Security, Computer Software, Computer Science Education, Programming
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Brandi Robinson – International Journal on E-Learning, 2024
The integration of artificial intelligence in e-learning presents promising avenues for scalable, efficient content creation. However, the prevailing content-first approach in AI course design often compromises educational quality for speed, leading to courses that lack coherence, cognitive alignment, and structured progression. This article…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Ethics
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Kanaki, Kalliopi; Kalogiannakis, Michail – Educational Process: International Journal, 2022
Background/purpose: In terms of computational thinking core facets, algorithmic thinking is a key competency applicable not only in Computer Science but also in aspects of daily life. Considering the global phenomenon of gender stereotypes with regards to the academic and professional orientation in STEM fields, we focused on investigating the…
Descriptors: Thinking Skills, Gender Differences, STEM Education, Equal Education
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Vasilopoulos, Ioannis V.; van Schaik, Paul – Journal of Educational Computing Research, 2019
This article discusses the design and implementation of a new programming tool for Greek novices as a means to improve introductory programing instruction in Greece. We implemented Koios, a new highly interactive and visual programming tool for Greek novices, based on the body of research in the field of psychology of programming. The main…
Descriptors: Novices, Programming, Computer Software, Introductory Courses
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Munn, Carol – Journal of Computers in Mathematics and Science Teaching, 2021
This paper explores Computational Thinking (CT) through the experiences and interactions of sixth-grade students as they were engaging in a science lesson utilizing robotics. This robotics unit institutes the shifting from traditional to engaging hands-on activities coupled with CT skills that are exciting, intriguing, and inviting to students.…
Descriptors: Robotics, Grade 6, Units of Study, Science Instruction
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Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
Munn, Carol A. – ProQuest LLC, 2020
This research study explored robotics as the catalyst for computational thinking (CT) by sixth-grade students as they are engaged in a science lesson. The interactions, understandings, and applications are discussed, along with the participants' connections and implementations of CT concepts (decomposition, abstraction, pattern recognition, and…
Descriptors: Robotics, Grade 6, Units of Study, Science Instruction
Holbert, Nathan, Ed.; Berland, Matthew, Ed.; Kafai, Yasmin B., Ed. – MIT Press, 2020
Constructionism, first introduced by Seymour Papert in 1980, is a framework for learning to understand something by making an artifact for and with other people. A core goal of constructionists is to respect learners as creators, to enable them to engage in making meaning for themselves through construction, and to do this by democratizing access…
Descriptors: Constructivism (Learning), Educational Philosophy, Educational Research, Teaching Methods
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Shoufan, Abdulhadi; Lu, Zheng; Huss, Sorin A. – IEEE Transactions on Learning Technologies, 2015
This paper presents a web-based education platform for the visualization and animation of the digital logic design process. This includes the design of combinatorial circuits using logic gates, multiplexers, decoders, and look-up-tables as well as the design of finite state machines. Various configurations of finite state machines can be selected…
Descriptors: Visualization, Animation, Computer Simulation, Computer Science Education
Reed, Cajah S. – ProQuest LLC, 2012
This study sought to find evidence for a beneficial learning theory to teach computer software programs. Additionally, software was analyzed for each learning theory's applicability to resolve whether certain software requires a specific method of education. The results are meant to give educators more effective teaching tools, so students…
Descriptors: Learning Theories, Computer Science Education, Computer Software, Multimedia Materials
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Baytak, Ahmet; Land, Susan M. – Educational Technology Research and Development, 2011
This study employed a case study design (Yin, "Case study research, design and methods," 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of "constructionism." Ten fifth graders designed computer games using "Scratch"…
Descriptors: Computer Software, Programming, Learning Processes, Grade 5
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Vernadakis, Nikolaos; Antoniou, Panagiotis; Giannousi, Maria; Zetou, Eleni; Kioumourtzoglou, Efthimis – Computers & Education, 2011
The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison to delivering the same course content in the form of traditional lectures. A hundred and seventy-two first year university students were randomly…
Descriptors: Constructivism (Learning), Undergraduate Students, Statistical Analysis, Lecture Method
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Meerbaum-Salant, Orni; Hazzan, Orit – ACM Transactions on Computing Education, 2010
This article describes the construction process and evaluation of the Agile Constructionist Mentoring Methodology (ACMM), a mentoring method for guiding software development projects in the high school. The need for such a methodology has arisen due to the complexity of mentoring software project development in the high school. We introduce the…
Descriptors: Mentors, Computer Software, Methods, Program Development
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Costelloe, Eileen; Sherry, Elizabeth; Magee, Patricia – International Journal on E-Learning, 2009
A collaboration between three higher education institutions in Ireland and two European partners has resulted in the design and development of reusable learning objects for undergraduate programming students that would assist in their learning. This international project conducted extensive research of over 600 students' examination scripts in…
Descriptors: Constructivism (Learning), Programming, Foreign Countries, Partnerships in Education
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