NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 46 to 60 of 1,847 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Toker, Sacip – Education and Information Technologies, 2022
This study investigates the association between instructional design projects and 21st-Century skills. A causal-comparative design was utilised. The participants were 85 computer education and instructional technology department students who registered for a core instructional design course. The participants are divided into two groups: Rapid…
Descriptors: 21st Century Skills, Instructional Design, Teaching Methods, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Gunasilan, Uma – Higher Education, Skills and Work-based Learning, 2022
Purpose: Debates are well known to encompass a variety of skills we would like higher education candidates to embody when they graduate. Design/methodology/approach: Debates in a classroom with computer science as the main subject has been popular in high schools particularly with emerging issues around the area, however it does not have as an…
Descriptors: Debate, Learning Activities, Teaching Methods, Programming
Peer reviewed Peer reviewed
PDF on ERIC Download full text
de Jesus, Ângelo Magno; Silveira, Ismar Frango – Informatics in Education, 2022
The Computational Thinking (CT) teaching approach allows students to practice problem-solving in a way that they can use the Computer Science mindset. In this sense, Collaborative Learning has a lot to contribute to educational activities involving the CT. This article presents the design and evaluation of a Collaborative Learning framework for…
Descriptors: Cooperative Learning, Computation, Thinking Skills, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Sharmin, Sadia – ACM Transactions on Computing Education, 2022
Computer science is a fast-growing field in today's digitized age, and working in this industry often requires creativity and innovative thought. An issue within computer science education, however, is that large introductory programming courses often involve little opportunity for creative thinking within coursework. The undergraduate…
Descriptors: Creativity, Computer Science Education, Literature Reviews, Introductory Courses
Peer reviewed Peer reviewed
Direct linkDirect link
Mariyam Abdulhadi; Fred Awaah; Deborah Agbanimu; Emmanuel Okyere Ekwam; Emmanuella Sefiamor Heloo – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The lecture method has been compared with teaching methods such as flip learning, cooperative learning and simulations to establish which holds the key to students' understanding of concepts. What is bereft in the education literature is its comparative efficiency with the culturo-techno contextual approach (CTCA) in the teaching of…
Descriptors: Foreign Countries, Developing Nations, Computer Science Education, Cultural Context
Peer reviewed Peer reviewed
Direct linkDirect link
Zachary M. Savelson; Kasia Muldner – Computer Science Education, 2024
Background and Context: Productive failure (PF) is a learning paradigm that flips the order of instruction: students work on a problem, then receive a lesson. PF increases learning, but less is known about student emotions and collaboration during PF, particularly in a computer science context. Objective: To provide insight on students' emotions…
Descriptors: Student Attitudes, Psychological Patterns, Fear, Failure
Peer reviewed Peer reviewed
Direct linkDirect link
Oscar Karnalim; Simon; William Chivers – Computer Science Education, 2024
Background and Context: To educate students about programming plagiarism and collusion, we introduced an approach that automatically reports how similar a submitted program is to others. However, as most students receive similar feedback, those who engage in plagiarism and collusion might feel inadequately warned. Objective: When students are…
Descriptors: Teaching Methods, Plagiarism, Computer Science Education, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Wilson Libardo Pantoja Yépez; Julio Ariel Hurtado Alegría; Ajay Bandi; Arvind W. Kiwelekar – Education and Information Technologies, 2024
The ability to define, evaluate, and implement software architectures is a fundamental skill for software engineers. However, teaching software architecture can be challenging as it requires students to be involved in real-context projects with high degrees of complexity. This involves making trade-off decisions among several quality attributes.…
Descriptors: Computer Software, Training, Computer Science Education, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Loïs Vanhée; Karin Danielsson; Lena Enqvist; Kalle Grill; Melania Borit – European Journal of Education, 2024
Whereas hackathons are widespread within and outside academia and have been argued to be a valid pedagogical method for teaching interdisciplinarity, no detailed frameworks or methods are available for conceptualizing and organizing educational hackathons, i.e., hackathons dedicated to best achieving pedagogic objectives. This paper is dedicated…
Descriptors: Interdisciplinary Approach, Learning Activities, Programming, Computer Security
Peer reviewed Peer reviewed
Direct linkDirect link
Xiaojun Luo; Ismail Adelopo – Journal of International Education in Business, 2025
Purpose: This study aims to develops an interdisciplinary business and computer science pedagogy for teaching and learning computer programming in business schools at higher education institutions and explores its associated benefits, challenges and improvement. Design/methodology/approach: Based on a body of theories, an interdisciplinary…
Descriptors: Teaching Methods, Educational Opportunities, Difficulty Level, Business Administration Education
Peer reviewed Peer reviewed
Direct linkDirect link
Badruliman Batni; Syahrul Nizam Junaini – Education and Information Technologies, 2025
In the dynamic educational context of Malaysia, this study examines the impact of integrating Unplugged Activities (UA) with Block-Based Programming (BBP) on improving the computational thinking (CT) skills of secondary students in full boarding schools in Northern Peninsular Malaysia. Using a quasi-experimental design and mixed-methods analysis,…
Descriptors: Computation, Thinking Skills, Programming, Secondary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Monika Mladenovic; Lucija Medak; Divna Krpan – ACM Transactions on Computing Education, 2025
Computer Science (CS) Unplugged activities are designed to engage students with CS concepts. It is an active learning approach combining physical interaction with visual representation. This research article investigates the impact of CS Unplugged on students' understanding of the bubble sort algorithm. Algorithm visualization, traditionally…
Descriptors: Computer Science Education, Learning Activities, Active Learning, Algorithms
Peer reviewed Peer reviewed
Direct linkDirect link
Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lin, Yen-Ting – Educational Technology & Society, 2023
The aim of software engineering education is to educate students in software technologies, developments, procedures, and scientific practices to enable them to cope with industrial demands. However, the implementation of software engineering education in traditional university classrooms is restricted by the semester structure, making it difficult…
Descriptors: Academic Achievement, Electronic Books, Flipped Classroom, Computer Software
Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  124