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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Money, Arthur; Coughlan, Jane – Higher Education: The International Journal of Higher Education Research, 2016
Team teaching is becoming more common in undergraduate programmes of study although the relative merits to the more traditional individually taught courses have not been determined for best practice. For this study, 15 final-year undergraduate computer science students were interviewed to gain insight into their learning experiences. A thematic…
Descriptors: Qualitative Research, Undergraduate Students, Learning Experience, Computer Science Education
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Borstler, Jurgen; Hilburn, Thomas B. – ACM Transactions on Computing Education, 2016
Team projects are a way to expose students to conflicting project objectives, and "[t]here should be a strong real-world element...to ensure that the experience is realistic" [ACM/IEEE-CS 2015b]. Team projects provide an opportunity for students to put their education into practice and prepare them for their professional careers. The aim…
Descriptors: Teamwork, Computer Science Education, Instructional Design, Psychological Patterns
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Kaila, Erkki; Kurvinen, Einari; Lokkila, Erno; Laakso, Mikko-Jussi – ACM Transactions on Computing Education, 2016
Educational technology offers several potential benefits for programming education. Still, to facilitate the technology properly, integration into a course must be carefully designed. In this article, we present a redesign of an object-oriented university-level programming course. In the redesign, a collaborative education tool was utilized to…
Descriptors: Curriculum Development, Programming, Computer Science Education, Active Learning
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Wu, Shaoqun; Li, Liang; Witten, Ian; Yu, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article reports on a language learning system and a program designed to help students with academic vocabulary in the New Zealand university computer science department. The system is a learner-friendly corpus-based tool that allows students to look up lexico-grammatical patterns of a given word in academic writing. The program, based on a…
Descriptors: Case Studies, Computer Science Education, Graduate Students, Academic Language
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Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
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Ben-David Kolikant, Yifat; ma'ayan, Ze'ev – Computer Science Education, 2018
Higher-education students now have more alternatives for searching for information than previous generations had. The Internet is a vast ocean of information sources, albeit with diverse reliability and quality. In Web 2.0 platforms, any participant can be a content creator. This reality is challenging for both the instructors and the students. We…
Descriptors: Computer Science Education, Higher Education, Internet, Web 2.0 Technologies
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Chainikova, Galina R.; Zatonskiy, Andrey V.; Mitiukov, Nicholas W.; Busygina, Helena L. – European Journal of Contemporary Education, 2018
The article suggests a method of foreign language lexical competence development on the basis of a Learner's terminological thesaurus and dictionary of software terms which includes four main components: classification part demonstrating the inner logic of the subject area, glossary with definitions of key terms, thesaurus demonstrating logical…
Descriptors: Second Language Learning, Second Language Instruction, Dictionaries, Reference Materials
Kurtz, Holly; Lloyd, Sterling; Harwin, Alexandra; Osher, Michael – Editorial Projects in Education, 2018
In February 2018, the Education Week Research Center fielded an online survey to more than 500 school leaders, including principals, assistant principals, and deans. The questionnaire focused on screen-time, personalized learning, social media, cyber-bullying, media literacy, sexting, and the Computer Science for All movement. Highlights of survey…
Descriptors: Educational Technology, Technology Uses in Education, Bullying, Computer Mediated Communication
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VanderClock, William – Information Systems Education Journal, 2015
Most freshmen taking required, introductory information systems courses do not understand why they are required to take such courses and can't imagine that they will learn anything they don't already know. This paper presents an exercise that will excite and enthuse students about their computers and Information Systems in general. Every freshman…
Descriptors: College Freshmen, Computer Literacy, Information Systems, Technological Literacy
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Soares, Andrey; Martin, Nancy L. – Information Systems Education Journal, 2015
This paper reports the results of a survey with 40 students enrolled in an Android Application Development course offered during the spring semester of 2013 and 2014. The course used App Inventor to build the apps and required students to have an introduction to programming course as a prerequisite. The survey asked for demographic information and…
Descriptors: Computer Science Education, Computer Oriented Programs, Programming, Advanced Courses
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Russell, Jack; Russell, Barbara – Information Systems Education Journal, 2015
The goal is to provide a robust and challenging problem statement for a capstone, advanced systems analysis and design course for CIS/MIS/CS majors. In addition to the problem narrative, a representative solution for much of the business modeling deliverables is presented using the UML paradigm. A structured analysis deliverable will be the topic…
Descriptors: Systems Analysis, Case Studies, College Curriculum, Systems Development
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Doman, Marguerite; Besmer, Andrew; Olsen, Anne – Journal of Information Systems Education, 2015
In this article, we discuss the use of Pellerin's Four Dimension Leadership System (4-D) as a way to manage teams in a classroom setting. Over a 5-year period, we used a modified version of the 4-D model to manage teams within a senior level Software Engineering capstone course. We found that this approach for team management in a classroom…
Descriptors: Engineering Education, Computer Science Education, Computer Software, Programming
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Martín, Estefanía; Gértrudix, Manuel; Urquiza-Fuentes, Jaime; Haya, Pablo A. – British Journal of Educational Technology, 2015
This paper describes two datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. Twenty-nine came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organised…
Descriptors: Video Technology, Educational Technology, Longitudinal Studies, College Students
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Kearney, Kerri S.; Damron, Rebecca; Sohoni, Sohum – Advances in Engineering Education, 2015
This paper investigates group/team development in computer engineering courses at a University in the Central USA from the perspective of organization behavior theory, specifically Tuckman's model of the stages of group development. The investigation, conducted through linguistic analysis of student reflection essays, and through focus group…
Descriptors: Engineering Education, Group Activities, Observation, Reflection
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