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Nikolic, B.; Radivojevic, Z.; Djordjevic, J.; Milutinovic, V. – IEEE Transactions on Education, 2009
Courses in Computer Architecture and Organization are regularly included in Computer Engineering curricula. These courses are usually organized in such a way that students obtain not only a purely theoretical experience, but also a practical understanding of the topics lectured. This practical work is usually done in a laboratory using simulators…
Descriptors: Instructional Design, Evaluation Criteria, Science Laboratories, Computer Software
Bruce-Lockhart, Michael; Norvell, Theodore; Crescenzi, Pierluigi – ACM Transactions on Computing Education, 2009
We propose an extension of the Teaching Machine project, called Quiz Generator, that allows instructors to produce assessment quizzes in the field of algorithm and data structures quite easily. This extension makes use of visualization techniques and is based on new features of the Teaching Machine that allow third-party visualizers to be added as…
Descriptors: Tests, Mathematics, Visualization, Test Construction
Fernandez, Vicenc; Simo, Pep; Sallan, Jose M. – Computers & Education, 2009
The literature has frequently highlighted the usefulness of podcasting in higher education; however, there is an important gap between the theory on good practice in higher education and empirical studies about podcasting. With this in mind, we carried out an empirical study on an undergraduate degree course in Information Systems Management. The…
Descriptors: Higher Education, Student Motivation, Teaching Methods, Undergraduate Study
Rienzo, Thomas; Han, Bernard – Journal of Information Systems Education, 2009
While Web 2.0 has no universal definition, it always refers to online interactions in which user groups both provide and receive content with the aim of collective intelligence. Since 2005, online software has provided Web 2.0 collaboration technologies, for little or no charge, that were formerly available only to wealthy organizations. Academic…
Descriptors: Introductory Courses, College Instruction, Cooperation, Course Content
Lin, Janet Mei-Chuen; Yang, Mei-Ching – Journal of Computers in Mathematics and Science Teaching, 2009
In this study half of 52 sixth graders learned to program in MSWLogo and the other half in Drape. An analysis of students' test scores revealed that Drape (an iconic language) seemed to have a steeper learning curve than MSWLogo (a textual language). However, as students gradually became more familiar with either language, the difference in…
Descriptors: Elementary School Students, Programming Languages, Science Achievement, Instructional Effectiveness
Jeremic, Zoran; Jovanovic, Jelena; Gasevic, Dragan – Educational Technology & Society, 2009
The evaluation of intelligent tutoring systems (ITSs) is an important though often neglected stage of ITS development. There are many evaluation methods available but literature does not provide clear guidelines for the selection of evaluation method(s) to be used in a particular context. This paper describes the evaluation study of DEPTHS, an…
Descriptors: Evaluation Methods, Instructional Effectiveness, Guidelines, Student Attitudes
Li, Liang-Yi; Chen, Gwo-Dong – Educational Technology & Society, 2009
Students can practice skills and acquire knowledge by doing coursework. However, in conventional coursework activities, each student is assigned the same exercises, without considering learners' diversity. Moreover, students typically have difficulty in receiving assistance for completing their exercises after class. Therefore, some students…
Descriptors: Foreign Countries, Undergraduate Study, Computer Science Education, Intelligent Tutoring Systems
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
Kato, Taichi; Arakawa, Chuichi – Simulation & Gaming, 2008
BIT BY BIT is an encryption game that is designed to improve students' understanding of natural language processing in computers. Participants encode clear words into binary code using an encryption key and exchange them in the game. BIT BY BIT enables participants who do not understand the concept of binary numbers to perform the process of…
Descriptors: Computer Science, Educational Technology, Language Processing, Natural Language Processing
Peer reviewedEisele, James E. – Journal of Research and Development in Education, 1980
Since computers are already involved in everyday activities and have increased in importance for problem-solving at home and at work, justification exists for universal computer literacy. Ethical considerations regarding production and consumption of computer services are being raised. (JN)
Descriptors: Computer Oriented Programs, Computer Science, Computer Science Education, Curriculum Development
Sklar, Elizabeth; Parsons, Simon; Stone, Peter – Journal on Educational Resources in Computing, 2004
In the education literature, team-based projects have proven to be an effective pedagogical methodology. We have been using "RoboCup" challenges as the basis for class projects in undergraduate and masters level courses. This article discusses several independent efforts in this direction and presents our work in the development of shared…
Descriptors: Computer Science Education, Computer Science, Shared Resources and Services, Robotics
Gercek, Gokhan; Saleem, Naveed – Journal of Information Technology Education, 2006
Providing adequate computing lab support for Management Information Systems (MIS) and Computer Science (CS) programs is a perennial challenge for most academic institutions in the US and abroad. Factors, such as lack of physical space, budgetary constraints, conflicting needs of different courses, and rapid obsolescence of computing technology,…
Descriptors: Computer Uses in Education, Management Information Systems, Computer Science Education, Computers
Ogata, Hiroaki; Saito, Nobuji A.; Paredes J., Rosa G.; San Martin, Gerardo Ayala; Yano, Yoneo – Educational Technology & Society, 2008
This paper presents the integration of ubiquitous computing systems into classroom settings, in order to provide basic support for classrooms and field activities. We have developed web application components using Java technology and configured a classroom with wireless network access and a web camera for our purposes. In this classroom, the…
Descriptors: Class Activities, Learning Activities, Computer Science, Educational Technology
Warren, Scott J.; Dondlinger, Mary Jo; Jones, Greg; Whitworth, Cliff – Journal of Educational Technology, 2010
The purpose of this paper is to discuss one instructional design that leverages problem-based learning and game structures as a means of developing innovative higher education courses for students as responsive, lived experiences. This paper reviews a curricular redesign that stemmed from the evaluation of an introductory course in computer…
Descriptors: Problem Based Learning, Instructional Design, Educational Games, Introductory Courses
Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2010
Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…
Descriptors: Control Groups, Research Design, Human Capital, Computer Assisted Instruction

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