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Israel, Maya; Chung, Moon Y.; Wherfel, Quentin M.; Shehab, Saddeddine – Computer Science Education, 2020
Background and Context: Elementary computer science (CS) can be engaging and challenging for some students with disabilities who struggle with complex problem solving. Objective: This study examined academic engagement of students with autism spectrum disorder (ASD) in elementary CS instruction. Method: A mixed methods case study was used to study…
Descriptors: Elementary School Students, Computer Science Education, Autism, Pervasive Developmental Disorders
Sofroniou, Anastasia; Premnath, Bhairavi; Poutos, Konstantinos – Education Sciences, 2020
The UK higher education has been one of the top destinations for international students over the last few decades, and it is beneficial to the UK local and national economy. However, recent changes of the governmental policies on the way UK universities are funded and the recession that still affects economies around the world have left many…
Descriptors: Student Satisfaction, Student Needs, Student Surveys, STEM Education
Ouaja, Mariem; Widiati, Utami; Basthomi, Yazid; Jahbel, Khalil – TEFLIN Journal: A publication on the teaching and learning of English, 2020
This study aims at discovering the emotional intelligence and receptive English skills of Tunisian IT students, studying the relationship between the two variables, and determining the best predictors of receptive English skills among the emotional intelligence categories. It involved 31 students of the Higher Institute of Technology and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Foreign Countries
Sadik, Olgun; Ottenbreit-Leftwich, Anne Todd; Brush, Thomas Andrew – International Journal of Computer Science Education in Schools, 2020
The purpose of this study is to identify secondary computer science (CS) teachers' pedagogical needs in the United States. Participants were selected from secondary teachers who were teaching CS courses or content in a school setting (public, private, or charter) or an after-school program during the time of data collection. This is a qualitative…
Descriptors: Secondary School Teachers, Computer Science Education, Student Centered Learning, Teaching Methods
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
Sahin, Yasar Guneri; Celikkan, Ufuk – Journal of Information Technology Education: Research, 2020
Aim/Purpose: This paper investigates the gaps between industry and academia perceptions of information technology fields, such as computer science, software engineering, and computer engineering, and it identifies areas of asymmetry between curricula and industry expectations. The study mainly focuses on the skills required of IT professionals…
Descriptors: Higher Education, School Business Relationship, Industry, College Faculty
Awuah, Rebecca; Gallagher, Kristel M.; Dierker, Lisa C. – Statistics Education Research Journal, 2020
To evaluate the impact of a multidisciplinary, project-based course in introductory statistics, this exploratory study examined learning experiences, feelings of confidence, and interest in future experiences with data for undergraduate students in Ghana, West Africa. Students completed a one-semester, introductory statistics course utilizing the…
Descriptors: Active Learning, Student Projects, Statistics Education, Introductory Courses
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Munn, Carol A. – ProQuest LLC, 2020
This research study explored robotics as the catalyst for computational thinking (CT) by sixth-grade students as they are engaged in a science lesson. The interactions, understandings, and applications are discussed, along with the participants' connections and implementations of CT concepts (decomposition, abstraction, pattern recognition, and…
Descriptors: Robotics, Grade 6, Units of Study, Science Instruction
Danielle Marie Cadieux Boulden – ProQuest LLC, 2020
The integration of computational thinking (CT) and computer science (CS) into formal K-12 learning experiences are critical for students to be competent 21st Century problem solvers. Building student competency with these areas is dependent upon educators who have the pedagogical content expertise to integrate CT and CS within their disciplines…
Descriptors: Capacity Building, Computation, Thinking Skills, Computer Science Education
Hsu, Ting-Chia – Interactive Learning Environments, 2018
To stimulate classroom interactions, this study employed two different smartphone application modes, providing an additional instant interaction channel in a flipped classroom teaching fundamental computer science concepts. One instant interaction mode provided the students (N = 36) with anonymous feedback in chronological time sequence, while the…
Descriptors: Interaction, Peer Relationship, Homework, Video Technology
Oyelere, Solomon Sunday; Suhonen, Jarkko; Wajiga, Greg M.; Sutinen, Erkki – Education and Information Technologies, 2018
The study focused on the application of the design science research approach in the course of developing a mobile learning application, MobileEdu, for computing education in the Nigerian higher education context. MobileEdu facilitates the learning of computer science courses on mobile devices. The application supports ubiquitous, collaborative,…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Computer Science Education
Cankaya, Serkan; Yunkul, Eyup – International Education Studies, 2018
The purpose of this study was to reveal the attitudes and views of university students about the use of Edmodo as a cooperative learning environment. In the research process, the students were divided into groups of 4 or 5 within the scope of a course given in the department of Computer Education and Instructional Technology. For each group,…
Descriptors: Social Networks, Cooperative Learning, Student Attitudes, Semi Structured Interviews
Novoa, Mauricio – Design and Technology Education, 2018
This article elaborates on design research in a final capstone industrial design studio unit and on the application of outcomes over eight years within a School of Engineering and its recent incarnation as School of Computing, Engineering and Mathematics. Research and curriculum innovation linked students to the new global design-driven innovation…
Descriptors: Industrial Arts, Design, Engineering Education, Computer Science Education
Nyinkeu, Ngatchu Damen; Anye, Divine; Kwedeu, Leonnel; Buttler, William – International Journal of Technology in Teaching and Learning, 2018
In this era of technological abundance, it is difficult to imagine cyber education outside the cyberspace. The purpose of this paper is to extend the growing body of research on cyber education, by reporting the experiences of a Cybersecurity department cut-off from Internet access. The value of Cyber education is expressed even beyond the…
Descriptors: Catholics, Church Related Colleges, Information Security, Internet

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