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Showing 1 to 15 of 46 results Save | Export
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Ergin, Aysegül Zeynep; Ercan, Zülfiye Gül – International Journal of Curriculum and Instruction, 2022
Computer science works as hardware and software increasingly takes place in each of our daily lives with effective products and services. As in all areas, it is an inevitable part of learning and teaching computer-based environment-tools and equipment in the fate and type of education, including early childhood. Computer science products may…
Descriptors: Programming, Preschool Teachers, Preservice Teachers, Computer Science Education
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Johnson, Donald M.; Pate, Michael L.; Estepp, Christopher M.; Wardlow, George W. – Journal of Research in Technical Careers, 2023
A replication study was conducted to determine the effectiveness of an instructional treatment based on self-efficacy theory when used with novice Arduino microcontroller users. Students (n = 32) in an introductory university agricultural systems technology course participated in a lesson on Arduino microcontrollers, circuit breadboarding, and…
Descriptors: Self Efficacy, Computer Science Education, Instructional Effectiveness, Novices
Sina Rismanchian; Eesha Tur Razia Babar; Shayan Doroudi – Annenberg Institute for School Reform at Brown University, 2025
In November 2022, OpenAI released ChatGPT, a groundbreaking generative AI chatbot backed by large language models (LLMs). Since then, these models have seen various applications in education, from Socratic tutoring and writing assistance to teacher training and essay scoring. Despite their widespread use among high school and college students in…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Undergraduate Students
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Albluwi, Ibrahim – ACM Transactions on Computing Education, 2020
This article is a systematic review of work in the computing education literature on plagiarism. The goal of the review is to summarize the main results found in the literature and highlight areas that need further work. Despite the the large body of work on plagiarism, no systematic reviews have been published so far. The reviewed papers were…
Descriptors: Plagiarism, Ethics, Student Behavior, Student Attitudes
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Xuanyan Zhong; Zehui Zhan – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners' computational thinking. Design/methodology/approach: By…
Descriptors: Intelligent Tutoring Systems, Computer Science Education, Programming, Independent Study
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Boxuan Ma; Li Chen; Shin’ichi Konomi – International Association for Development of the Information Society, 2024
Generative artificial intelligence (AI) tools like ChatGPT are becoming increasingly common in educational settings, especially in programming education. However, the impact of these tools on the learning process, student performance, and best practices for their integration remains underexplored. This study examines student experiences and…
Descriptors: Artificial Intelligence, Computer Science Education, Programming, Computer Uses in Education
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Anastasia Angelopoulou; Rania Hodhod; Kristin Lilly; Ann Newland – Journal of Postsecondary Education and Disability, 2023
People with disabilities rely on a range of accessible technologies to interface with the digital world. However, their needs are often not considered when developing applications in introductory computer sciences courses. These courses traditionally focus on teaching technical skills that do not include those for designing and developing…
Descriptors: Computer Science Education, Accessibility (for Disabled), Disabilities, Design
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Keunjae Kim; Kyungbin Kwon – Journal of Educational Computing Research, 2024
This study presents an inclusive K-12 AI curriculum for elementary schools, focusing on six design principles to address gender disparities. The curriculum, designed by the researchers and an elementary teacher, uses tangible tools, and emphasizes collaboration in solving daily problems. The MANOVA results revealed initial gender differences in AI…
Descriptors: Artificial Intelligence, Curriculum Development, Inclusion, Elementary Secondary Education
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Payne, Lisa – Journal of Further and Higher Education, 2019
Student engagement is a complex phenomenon, with diverse interpretations, even within further and higher education. This article presents three potential, interconnected, novel models which provide a measure of unification of the range of interpretations and hence may improve understanding of the broad phenomenon. The models emerged from a study…
Descriptors: Learner Engagement, College Students, Models, Learning Processes
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Kwon, Kyungbin; Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Jeon, Minji; Yan, Ge – Educational Technology Research and Development, 2021
This study investigated how a computer science (CS) problem-based curriculum impacted elementary students' CS learning and attitudes. Four sixth-grade teachers and 200 of their students participated in the study. Researchers developed a CS curriculum in collaboration with the teachers, which consisted of two main units: (1) an introduction to…
Descriptors: Problem Based Learning, Elementary School Curriculum, Elementary School Students, Student Attitudes
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Sun, Dan; Ouyang, Fan; Li, Yan; Zhu, Caifeng – International Journal of STEM Education, 2021
Background: Unplugged programming is proved to be an effective means to foster the learner-centered programming learning. In addition to the final tests, learners' programming knowledge, skills, and capacities are primarily demonstrated throughout the programming process, particularly in the situation when they encounter challenges and problems.…
Descriptors: Programming, Secondary School Students, Secondary School Teachers, Knowledge Level
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Rücker, Michael T.; van Joolingen, Wouter R.; Pinkwart, Niels – ACM Transactions on Computing Education, 2020
Enabling students to recognize and evaluate the ubiquitous impact of computing technology on society is an internationally proclaimed goal of a K-12 computing education. To that end, students need to actually engage with their computing knowledge in concrete everyday situations. From the perspectives of learning transfer and variation theory, we…
Descriptors: Secondary School Students, Student Attitudes, Computers, Information Technology
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Mirna Isabel Rivera García; Ingrid Margoth Vásquez Flores – International Society for Technology, Education, and Science, 2024
The study focused on analyzing the knowledge and application of cryptocurrencies in undergraduate programs across public and private universities in Honduras. Given the increasing relevance of cryptocurrencies in the global financial landscape. The primary objective was to assess the level of knowledge and application of cryptocurrencies among…
Descriptors: Foreign Countries, Computer Science Education, Information Science Education, College Faculty
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Shivener, Rich; Da Silva, Jessica Oliveira; Rahman, Anika – Composition Forum, 2022
In this essay, we argue that Twitch is an incredible platform for cultivating discourse-based interviews (DBIs) and has yet to be addressed in DBI research involving digital tools. To demonstrate that argument, we detail the methods behind collaborative research project between two undergraduates and a faculty studying game developers on the…
Descriptors: Discourse Analysis, Interviews, Computer Software, Barriers
Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games
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