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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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Karen Woo; Garry Falloon – Australian Educational Researcher, 2025
Coding and computational thinking are being hailed as the new literacy for the twenty-first century, and have become increasingly common in schools world-wide. At the same time, the sector is facing a global shortage of technology teachers, and technology lessons are frequently being delivered by non-specialist teachers. Therefore, some have…
Descriptors: English Curriculum, Thinking Skills, 21st Century Skills, Elementary School Students
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Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
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Oluwadara Abimbade – Journal of Digital Learning in Teacher Education, 2025
Today's adolescents actively engage with media, not only as consumers but also as creators. Their media creation activities range from graphic design and video production to digital storytelling and game programming. These experiences enable youth to express their voices and promote individual and community development. However, media production…
Descriptors: Middle School Students, Information Literacy, Deception, Misinformation
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Orit Hazzan; Yael Erez – ACM Transactions on Computing Education, 2025
In this opinion piece, we explore the idea that GenAI has the potential to fundamentally disrupt computer science education (CSE) by drawing insights from 10 pedagogical and cognitive theories and models. We highlight how GenAI improves CSE by making educational practices more effective and requires less effort and time, and all at a lower cost,…
Descriptors: Computer Science Education, Artificial Intelligence, Technology Uses in Education, Educational Change
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Paul Wagner; Melissa Dark; Robert Honomichl; Filipo Sharevski; Sandra Leiterman – Journal of Cybersecurity Education, Research and Practice, 2025
The increasing prevalence of cybersecurity threats and the shortage of qualified professionals necessitate innovative solutions for cybersecurity education at all levels. Despite the expansion of postsecondary cybersecurity programs, employer dissatisfaction with graduates and a lack of standardized introductory curricula highlights the need for…
Descriptors: Information Security, Computer Security, Computer Science Education, National Security
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Andrzejewska, Magdalena; Kotoniak, Pawel – Informatics in Education, 2020
The article discusses the findings of longitudinal studies (three stages spanning 6 months) which were to investigate the process of acquiring the ability to comprehension program code by the computer science students having started to learn to program. The studies were conducted with the use of a knowledge measurement test, the diagnostic survey,…
Descriptors: Programming, Computer Science Education, Knowledge Level, Eye Movements
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Lonati, Violetta – Informatics in Education, 2020
The Bebras challenge offers pupils and teachers an engaging opportunity to discover informatics, by solving small tasks that aim at promoting computational thinking. Explanations and comments that reveal the computing concepts underlying the tasks are published after the contest, and teachers are encouraged to use this material in their school…
Descriptors: Foreign Countries, Computer Science Education, Information Science, Computation
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Karaoglan Yilmaz, Fatma Gizem; Yilmaz, Ramazan – Technology, Knowledge and Learning, 2020
There is a growing interest in the use of learning analytics in higher education institutions. Learning analytics also appear to have the potential to be used to provide personalized feedback and support in online learning. However, when the literature is examined, the use of learning analytics for this purpose appears as a gap to be investigated.…
Descriptors: Student Attitudes, Individualized Instruction, Electronic Learning, Feedback (Response)
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Sabarinath, Roshni; Quek, Choon Lang Gwendoline – Education and Information Technologies, 2020
Programming in schools is no longer a novel subject. It is now quite commonly found in our schools either in formal or informal curriculum. Programmers use creative learning tactics to solve problems and communicate ideas. Learning to program is generally considered challenging. Developing and implementing new methodologies in teaching programming…
Descriptors: Computer Science Education, Programming, Peer Evaluation, Coding
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Maseko, Melody; Zhou, Tinashe Gwendolyn; Tsokota, Theo – Education and Information Technologies, 2020
Failure of IT projects has risen to become an eyesore for most organisations. This is often attributed to the 'mum effect'- an individual's reluctance to report the exact position of troubled software projects. With the increasing digitalization of operations by most State Universities in Zimbabwe, the mum effect has the potential to rise to…
Descriptors: News Reporting, Information Technology, State Universities, Computer Software
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Koupritzioti, Dimitra; Xinogalos, Stelios – Education and Information Technologies, 2020
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing…
Descriptors: Educational Games, Mathematics Activities, Mathematics Education, Programming
Warner, Jayce R.; Fletcher, Carol L.; Torbey, Ryan; Garbrecht, Lisa S. – Texas Education Research Center, 2020
Students living in rural areas are less likely to attend schools that offer computer science (CS) courses largely because educational institutions in these remote areas lack the resources to staff teaching positions for these courses. This study investigated the impact of WeTeach_CS, a program designed to train teachers to become certified to…
Descriptors: Rural Schools, Computer Science Education, Faculty Development, High School Teachers
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Gitinabard, Niki; Okoilu, Ruth; Xu, Yiqao; Heckman, Sarah; Barnes, Tiffany; Lynch, Collin – International Educational Data Mining Society, 2020
Teamwork, often mediated by version control systems such as Git and Apache Subversion (SVN), is central to professional programming. As a consequence, many colleges are incorporating both collaboration and online development environments into their curricula even in introductory courses. In this research, we collected GitHub logs from two…
Descriptors: Teamwork, Group Activities, Student Projects, Programming
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Efremov, Aleksandr; Ghosh, Ahana; Singla, Adish – International Educational Data Mining Society, 2020
Intelligent tutoring systems for programming education can support students by providing personalized feedback when a student is stuck in a coding task. We study the problem of designing a hint policy to provide a next-step hint to students from their current partial solution, e.g., which line of code should be edited next. The state of the art…
Descriptors: Intelligent Tutoring Systems, Feedback (Response), Computer Science Education, Artificial Intelligence
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