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Carlson, John; Harris, Ranida; Harris, Ken – Information Systems Education Journal, 2017
In recent years, gamification has been utilized in a number of different contexts, including educational applications. This paper describes a unique application of coin-based gamification classroom management system in undergraduate programming classes. The coin-based gamification allowed students to earn and spend coins as a form of classroom…
Descriptors: Educational Games, Classroom Techniques, Undergraduate Students, Programming
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McCoy-Parker, Kimberly S.; Paull, Lindsey N.; Rule, Audrey C.; Montgomery, Sarah E. – Journal of STEM Arts, Crafts, and Constructions, 2017
Computer programming skills are important to many current careers; teaching robot coding to elementary students can start a positive foundation for technological careers, develop problem-solving skills, and growth mindsets. This study, through a repeated measures design involving students in two classrooms at two widely-separated grade levels…
Descriptors: Elementary School Students, Grade 1, Grade 5, Programming
Khan, Arshia – International Association for Development of the Information Society, 2014
Integrated curricula and experiential learning are the main ingredients to the recipe to improve student learning in higher education. In the academic computer science world it is mostly assumed that this experiential learning takes place at a business as an internship experience. The intent of this paper is to schism the traditional understanding…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Denny, Paul; Cukierman, Diana; Luxton-Reilly, Andrew; Tempero, Ewan – Computer Science Education, 2012
Traditionally, learning resources are created by an instructor and distributed to their students. A contributing-student pedagogy (CSP) is one in which this responsibility shifts, placing students in control of creating the resources and sharing them with their peers. Technology plays a central role in supporting the collection and distribution of…
Descriptors: Foreign Countries, Computer Science Education, Programming, Web 2.0 Technologies
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Howard, A. M.; Park, Chung Hyuk; Remy, S. – IEEE Transactions on Learning Technologies, 2012
The robotics field represents the integration of multiple facets of computer science and engineering. Robotics-based activities have been shown to encourage K-12 students to consider careers in computing and have even been adopted as part of core computer-science curriculum at a number of universities. Unfortunately, for students with visual…
Descriptors: Robotics, Computer Interfaces, Federal Aid, Pilot Projects
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Rursch, Julie A.; Luse, Andy; Jacobson, Doug – IEEE Transactions on Education, 2010
The IT-Adventures program is dedicated to increasing interest in and awareness of information technology among high school students using inquiry-based learning focused on three content areas: cyber defense, game design programming, and robotics. The program combines secondary, post-secondary, and industry partnerships in educational programming,…
Descriptors: Inquiry, Service Learning, Active Learning, High School Students
Rague, Brian William – ProQuest LLC, 2010
Almost all collegiate programs in Computer Science offer an introductory course in programming primarily devoted to communicating the foundational principles of software design and development. The ACM designates this introduction to computer programming course for first-year students as CS1, during which methodologies for solving problems within…
Descriptors: Control Groups, Introductory Courses, Sequential Approach, Programming Languages
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Ludi, Stephanie; Reichlmayr, Tom – ACM Transactions on Computing Education, 2011
This article describes an outreach program to broaden participation in computing to include more students with visual impairments. The precollege workshops target students in grades 7-12 and engage students with robotics programming. The use of robotics at the precollege level has become popular in part due to the availability of Lego Mindstorm…
Descriptors: High School Students, Visual Impairments, Middle School Students, Outreach Programs