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Davenport, Casey E. – Journal of College Science Teaching, 2018
The "flipped classroom" pedagogical approach is used for a combined undergraduate and graduate computer programming course in meteorology. Details of how the course was flipped are discussed, as well as how student perceptions of the approach, which were gathered from qualitative feedback collected throughout the semester, evolved.…
Descriptors: Computer Science Education, Programming, Student Attitudes, Teaching Methods
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Baham, Corey – Journal of Information Systems Education, 2019
As the most widely used agile software development method, Scrum has become a mainstay in many organizations that develop software. Despite Scrum's popularity, several studies examine Scrum implementations that include some parts of the methodology and exclude others. This paper describes how Scrum has been incorporated into the classroom…
Descriptors: Computer Software, Classroom Techniques, Student Projects, Self Efficacy
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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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Liebenberg, Janet; Mentz, Elsa; Breed, Betty – Computer Science Education, 2012
This paper reports on a qualitative study that examined how pair programming shapes the experience of secondary school girls taking IT as a subject, with respect to their enjoyment of programming and the subject itself. The study involved six Grade 11 girls who were doing solo programming in Grade 10 and pair programming in their following Grade.…
Descriptors: Foreign Countries, Females, Information Technology, Student Attitudes