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Vasconcelos, André; Monsores, Jomar; Almeida, Tania; Quadros, Laura; Ogasawara, Eduardo; Quadros, João – Education and Information Technologies, 2023
The use of information technology in the academic environment has grown. Building different didactic techniques to help students learn and practice with Information Technology (IT) resources is common. However, applying these techniques does not necessarily mean that students may acquire knowledge. The differential idea of this work is to create…
Descriptors: Foreign Countries, Elementary Education, Elementary School Students, Computer Science Education
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Hladik, Stephanie; Sengupta, Pratim; Shanahan, Marie-Claire – Cognition and Instruction, 2023
In this paper, we emphasize the importance of looking beyond technology itself and including interactional and experiential elements in our research gaze in informal computing education in science museums. We argue that, in these contexts, facilitation can be understood as "design work" that is both complex and challenging. We identify…
Descriptors: Museums, Facilitators (Individuals), Science Teaching Centers, Informal Education
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Garcia, Manuel B. – Journal of Educational Computing Research, 2023
Computer programming is a difficult course for many students. Prior works advocated for group learning pedagogies in pursuit of higher-level reasoning and conceptual understanding. However, the methodological gaps in existing implementations warrant further research. This study conducted a three-armed cluster-randomized controlled trial to…
Descriptors: Computer Science Education, Programming, Cooperative Learning, Apprenticeships
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Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
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Divasón, Jose; Martinez-de-Pison, Francisco Javier; Romero, Ana; Saenz-de-Cabezon, Eduardo – IEEE Transactions on Learning Technologies, 2023
The evaluation of student projects is a difficult task, especially when they involve both a technical and a creative component. We propose an artificial intelligence (AI)-based methodology to help in the evaluation of complex projects in engineering and computer science courses. This methodology is intended to evaluate the assessment process…
Descriptors: Student Projects, Student Evaluation, Artificial Intelligence, Models
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Sendag, Serkan; Yakin, Ilker; Gedik, Nuray – Education and Information Technologies, 2023
Teaching programming skills has attracted a great deal of attention for more than a decade. One potential reason behind this is that the explicit teaching of computer programming can improve higher-order thinking skills, such as creativity. Moreover, whether or not creative programming learning activities, such as the use of…
Descriptors: Preservice Teachers, Information Technology, Programming, Computer Science Education
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Balon, Tyler; Baggili, Ibrahim – Education and Information Technologies, 2023
Over the last decade, industry and academia have worked towards raising students' interests in cybersecurity through game-like competitions to fill a shortfall of cybersecurity professionals. Rising interest in video games in combination with gamification techniques make learning fun, easy, and addictive. It is crucial that cybersecurity curricula…
Descriptors: Competition, Computer Security, Information Security, Computer Science Education
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Rahm, Lina – Learning, Media and Technology, 2023
The relationship between technical development and education is a reciprocal one, where education always stands in relation to those skills, competencies, and techniques that are anticipated as necessary in a technological future. At the same time, skills and competencies are also necessary to drive innovation and technical development for the…
Descriptors: Automation, Artificial Intelligence, Educational History, Genealogy
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Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
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Qin, Chao; Liu, Yanjia; Zhang, Hemei – Journal of Computer Assisted Learning, 2023
Background: Being easy to learn and fun, block-based programming tools are widely used to teach students introductory programming. Scratch and LEGO robots are two popular block-based programming tools. However, the objects they manipulate are completely different. Scratch manipulates graphical virtual sprites, whereas LEGO robots manipulate…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Robotics
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Saglam, Rahime Belen; Miller, Vincent; Franqueira, Virginia N. L. – IEEE Transactions on Education, 2023
Contribution: This article presents a systematic literature review of research concerning cyber security education for children (under 18s) on a global scale. Background: While the Internet brings great convenience to children, it can potentially cause harms due to lack of knowledge about online risks. Research Questions: 1. What cyber security…
Descriptors: Computer Science Education, Computer Security, Children, Internet
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Arif Ainur Rafiq; Mochamad Bruri Triyono; Istanto Wahyu Djatmiko; Ratna Wardani; Thomas Köhler – Informatics in Education, 2023
In today's world, the ability to think computationally is essential. The skillset expected of a computer scientist is no longer solely based on the old stereotype but also a crucial skill for adapting to the future. This perspective presents a new educational challenge for society. Everyone must have a positive attitude toward understanding and…
Descriptors: Computation, Thinking Skills, Bibliometrics, Computer Science
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Raj Kumar Dhungana; Lina Gurung; Hem Poudyal – Journal of Cybersecurity Education, Research and Practice, 2023
Increased exposure to technologies has lately emerged as one of the everyday realities of digital natives, especially K-12 students, and teachers, the digital immigrants. Protection from cybersecurity risks in digital learning spaces is a human right, but students are increasingly exposed to high-risk cyberspace without time to cope with…
Descriptors: Computer Security, Age Groups, Foreign Countries, Knowledge Level
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Pohl, Margit; Potzmann, Benjamin; Stoiber, Christina; Aigner, Wolfgang – International Association for Development of the Information Society, 2023
Visualizations have become more complex in recent years so that users need to learn how to use these systems. Onboarding systems can help users to learn how to interact with a visualization efficiently. Simple tutorials are often not sufficient. There are still open questions on how to design such onboarding systems. So far, a few usability…
Descriptors: Visualization, Visual Aids, Teaching Methods, Active Learning
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Scaturro Heil, Margaret R. – International Association for Development of the Information Society, 2023
A required undergraduate computer science 15-week project course at North Carolina State University, Department of Computer Science, USA, has grown rapidly in 29 years from serving 3 student teams to up to 39 teams. To maintain the integrity of the award-winning program and to facilitate the collaboration of hundreds of students in an academic…
Descriptors: Undergraduate Students, Computer Science Education, Student Projects, Cooperative Learning
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