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Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2014
For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…
Descriptors: Experiential Learning, Educational Games, Management Information Systems, Computer Science Education
Armoni, Michal; Gal-Ezer, Judith – Computer Science Education, 2014
The gap between enrollments in higher education computing programs and the high-tech industry's demands is widely reported, and is especially prominent for women. Increasing the availability of computer science education in high school is one of the strategies suggested in order to address this gap. We look at the connection between exposure to…
Descriptors: Foreign Countries, Computer Science Education, High School Students, College Preparation
Thouësny, Sylvie; Bradley, Linda – Research-publishing.net, 2014
The aim of this paper is to explore the extent of the applicability of dynamic assessment with respect to peer written student online revisions. More specifically, it observes how groups of Swedish computer engineering students learning English for Specific Purposes engage in cooperative interactions and negotiations with their peers as they work…
Descriptors: Alternative Assessment, Revision (Written Composition), English for Special Purposes, Group Activities
Charlton, Patricia; Avramides, Katerina – IEEE Transactions on Learning Technologies, 2016
This paper focuses on a design based research study about STEM (Science, Technology, Engineering and Maths) learning by making through collaboration and production. This study examines learning by making by students to explore STEM using a constructionist approach with a particular focus on computer science and engineering. The use of IoT as a…
Descriptors: Computer Science Education, Engineering Education, STEM Education, Constructivism (Learning)
Veletsianos, George; Beth, Bradley; Lin, Calvin; Russell, Gregory – Journal of Educational Computing Research, 2016
"Thriving in Our Digital World" is a technology-enhanced dual enrollment course introducing high school students to computer science through project- and problem-based learning. This article describes the evolution of the course and five lessons learned during the design, development, implementation, and iteration of the course from its…
Descriptors: Computer Science, Computer Science Education, High School Students, Instructional Design
Du, Jie; Wimmer, Hayden; Rada, Roy – Journal of Information Technology Education: Innovations in Practice, 2016
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students' attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two…
Descriptors: Undergraduate Students, Computer Science Education, Programming, Introductory Courses
Alturki, Raad A. – Informatics in Education, 2016
Students' performances in introductory programming courses show large variation across students. There may be many reasons for these variations, such as methods of teaching, teacher competence in the subject, students' coding backgrounds and abilities, students' self-discipline, the teaching environment, and the resources available to students,…
Descriptors: Introductory Courses, Programming, Student Evaluation, Measurement Techniques
Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
Koch, Melissa; Gorges, Torie – Journal of Science Education and Technology, 2016
Underrepresented populations such as women, African-Americans, and Latinos/as often come to STEM (science, technology, engineering, and mathematics) careers by less traditional paths than White and Asian males. To better understand how and why women might shift toward STEM, particularly computer science, careers, we investigated the education and…
Descriptors: Females, Computer Science, Career Choice, Science Interests
Korzaan, Melinda; Lawrence, Cameron – Information Systems Education Journal, 2016
This lab exercise exposes students to Evernote, which is a powerful productivity application that has gained significant purchase in professional work environments. In many academic settings the introductory computer applications course has a specific focus on standard productivity applications such as MS Word and MS Excel. While ensuring fluency…
Descriptors: Productivity, Computer Oriented Programs, Introductory Courses, Computer Science Education
Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
Dahya, Negin; Jenson, Jennifer; Fong, Katrina – Review of Education, Pedagogy & Cultural Studies, 2017
Few studies compare educational programming designed on principles of inclusive pedagogy and feminist practice for both girls and boys. Broadly defined, inclusive pedagogy refers to theory and practice in education that is adaptable and responsive to the intersections of difference (class, race, culture, gender, sexuality, ability) and aims to…
Descriptors: Video Games, Gender Differences, Feminism, Teaching Methods
Le-Thi, Duyen; Rodgers, Michael P. H.; Pellicer-Sánchez, Ana – TESL Canada Journal, 2017
This study investigates the relative effectiveness of different teaching approaches on the learning of formulaic sequences. Three comparisons were made in this study: the effects of explicit teaching of formulaic sequences versus teaching embedded in traditional coursebook instruction, the effects of the degree of salience of the sequences in the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Phrase Structure
Shelley, Mack, Ed.; Sahin, Ismail, Ed. – Online Submission, 2022
Education, science, and technology disciplines at all levels have never been more important, more exciting, or more crucial for its broader impacts on human society. The need for advanced technical skills is increasingly pressing to address climate change, combat COVID and other diseases, enhance the infrastructural built environment, grow food…
Descriptors: Foreign Countries, Education, Sciences, Technology
Liu, Xiangwei – Journal of Curriculum and Teaching, 2012
A summary of the teaching methods of the non-computer professional SQL Server database, analyzes the current situation of the teaching course. According to non computer professional curriculum teaching characteristic, put forward some teaching reform methods, and put it into practice, improve the students' analysis ability, practice ability and…
Descriptors: Databases, Computer Science Education, Teaching Methods, Educational Change

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