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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
Nathan H. Bean – ProQuest LLC, 2022
Learning to program has long been known to be a difficult task, requiring a student to develop both fluency in the syntax and grammar of a formal programming language and learn the problem-solving approaches and techniques of computational thinking. The successful teaching strategies of the past have involved maintaining small teacher-student…
Descriptors: Algorithms, Coding, Supplementary Education, Programming
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Lesko, Charles – International Journal on E-Learning, 2018
Virtual collaboration has become an increasingly critical aspect within today's classrooms and modern workplaces. Specifically, virtual collaboration involves groups of people working together who typically are: geographically dispersed; interdependent in their tasks while sharing a common responsibility for task outcomes; and rely on mediated…
Descriptors: Student Projects, Undergraduate Students, College Seniors, Computer Uses in Education
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Garcia-Carballeira, Felix; Calderon-Mateos, Alejandro; Alonso-Monsalve, Saul; Prieto-Cepeda, Javier – IEEE Transactions on Learning Technologies, 2020
Our educational project has three primary goals. First, we want to provide a robust vision of how hardware and software interplay, by integrating the design of an instruction set (through microprogramming) and using that instruction set for assembly programming. Second, we wish to offer a versatile and interactive tool where the previous…
Descriptors: Instructional Design, Computer Simulation, Technology Integration, Programming
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Ho, Anne M. – PRIMUS, 2018
Escape rooms are an increasingly popular puzzle game, and educators have started implementing them in classrooms. This paper will describe the motivations and implementation of escape-room-like puzzles in an undergraduate cryptography course, including how the open-source mathematics software system SageMath is used. In addition, there is a…
Descriptors: Puzzles, Technology, Class Activities, Undergraduate Students
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Gonzalez, Ruben – International Association for Development of the Information Society, 2017
There are many difficulties with learning and teaching programming that can be alleviated with the use of software tools. Most of these tools have focused on the teaching of introductory programming concepts where commonly code fragments or small user programs are run in a sandbox or virtual machine, often in the cloud. These do not permit user…
Descriptors: Programming, Computer Science Education, Automation, Advanced Courses
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Rowe, Penny M.; Fortmann, Lea; Guasco, Timothy L.; Wright, Aedin; Ryken, Amy; Sevier, Emma; Stokes, Grace; Mifflin, Amanda; Wade, Rachel; Cheng, Haiyan; Pfalzgraff, William; Beaudoin, Justin; Rajbhandari, Isha; Fox-Dobbs, Kena; Neshyba, Steven – Journal of Geoscience Education, 2021
Polar research plays a vital role in developing our understanding of Earth's climate system. It is intrinsically interdisciplinary, lending itself to integration into existing undergraduate courses. Here we explore introducing undergraduates to polar research through computational guided inquiry (CGI) modules taught in a variety of courses and…
Descriptors: Earth Science, Scientific Research, Undergraduate Students, Integrated Curriculum
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Fiebrink, Rebecca – ACM Transactions on Computing Education, 2019
This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education,…
Descriptors: Artificial Intelligence, Man Machine Systems, Population Groups, Creativity
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Giacaman, Nasser; De Ruvo, Giuseppe – IEEE Transactions on Education, 2018
Contribution: Active classroom programmer (ACP) is a software tool that places minimal pressure on resources, and is shown to help improve student learning while also encouraging a high degree of engagement both during and outside of programming lectures. Background: Programming is difficult for students, largely due to the myriad of…
Descriptors: Theory Practice Relationship, Programming, Computer Science Education, Computer Software
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Barker, Daniel; Alderson, Rosanna G.; McDonagh, James L.; Plaisier, Heleen; Comrie, Muriel M.; Duncan, Leigh; Muirhead, Gavin T. P.; Sweeney, Stuart D. – International Journal of STEM Education, 2015
Background: Bioinformatics--the use of computers in biology--is of major and increasing importance to biological sciences and medicine. We conducted a preliminary investigation of the value of bringing practical, university-level bioinformatics education to the school level. We conducted voluntary activities for pupils at two schools in Scotland…
Descriptors: Biology, Information Science, Computer Uses in Education, Foreign Countries
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Zogheib, Salah – International Journal of Information and Communication Technology Education, 2015
Single computer courses offered at colleges of education are expected to provide preservice teachers with the skills and expertise needed to adopt computer technology in their future classrooms. However, preservice teachers still find difficulty adopting such technology. This research paper investigated relationships among preservice teachers'…
Descriptors: Preservice Teachers, Undergraduate Students, Computer Uses in Education, Computer Science Education
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Hendriks, Maxim; Kaliszyk, Cezary; van Raamsdonk, Femke; Wiedijk, Freek – Acta Didactica Napocensia, 2010
This article describes the system ProofWeb developed for teaching logic to undergraduate computer science students. The system is based on the higher order proof assistant Coq, and is made available to the students through an interactive web interface. Part of this system is a large database of logic problems. This database will also hold the…
Descriptors: Logical Thinking, Teaching Methods, Validity, Undergraduate Students
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Perez-Marin, Diana; Pascual-Nieto, Ismael – Journal of Science Education and Technology, 2012
Students tend to procrastinate. In particular, Computer Science students tend to reduce the number of hours devoted to study concepts after class. In this paper, a case study on the use of Blended Learning to encourage Computer Science students to study is described. Furthermore, an experiment in which the reaction of 131 Computer Science…
Descriptors: Blended Learning, Scoring, Computer Science, Study Habits
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Cui, Lin; Tso, Fung Po; Yao, Di; Jia, Weijia – IEEE Transactions on Learning Technologies, 2012
Remote access to physical laboratories for education has received significant attention from both researchers and educators as it provides access at reduced cost in sharing manner of real devices and gives students practical training. With the rapid growing of wireless technologies, it has become an essential of learning to have the hand-on…
Descriptors: Computer Uses in Education, Laboratories, Telecommunications, Electronic Learning
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Tubaishat, Abdallah; Lansari, Azzedine – Journal of Information Technology Education: Innovations in Practice, 2013
Several researchers define e-portfolios as a digital collection of students' work accomplished throughout their time of studies in an academic program (Buzzetto-More, 2006; Love, McKean and Gathercoal, 2004; Paulson, Paulson, & Meyer, 1991; Siemens, 2004). E-portfolios can be a rich resource for students and faculty. Students learn to identify…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Undergraduate Students, Student Attitudes
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