Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 4 |
Descriptor
Computer Science Education | 4 |
Group Dynamics | 4 |
Instructional Design | 4 |
Classroom Environment | 3 |
Educational Games | 3 |
Academic Achievement | 2 |
Case Studies | 2 |
Classification | 2 |
College Students | 2 |
Computer Simulation | 2 |
Computer Software | 2 |
More ▼ |
Source
ACM Transactions on Computing… | 1 |
Computers & Education | 1 |
Informatics in Education | 1 |
International Association for… | 1 |
Author
Ahmad, Adnan | 1 |
Ali, Amjad | 1 |
Dickey, Michele D. | 1 |
Khan, Muhammad Salman | 1 |
Marriam, Rutab | 1 |
Mikko Kokkoniemi | 1 |
Samreen, Alia | 1 |
Ville Isomöttönen | 1 |
Zeshan, Furkh | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Secondary Education | 1 |
Audience
Location
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
Florida | 1 |
Germany | 1 |
Greece | 1 |
Hawaii | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Big Five Inventory | 1 |
Myers Briggs Type Indicator | 1 |
What Works Clearinghouse Rating
Mikko Kokkoniemi; Ville Isomöttönen – Informatics in Education, 2025
This study builds on a recent systematic mapping of computing education literature by conducting an in-depth qualitative analysis of selected studies on group work in Project-Based Learning (PjBL), published between 2010 and 2021. We examined how prominent theoretical frameworks are used in this context. We found that frameworks were often applied…
Descriptors: Computer Science Education, Instructional Design, Teaching Methods, Student Projects
Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers