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Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
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Paul Joseph-Richard; Janet McCray – British Educational Research Journal, 2025
The aim of this study is to explore doctoral students' (DS) perceptions of social practices that contribute to their well-being. Utilising social practice theory, specifically the framework of social practices as an interplay of 'materials', 'meanings' and 'competences', we examine which social practices enhance DS well-being and the contexts in…
Descriptors: Doctoral Students, Well Being, Student Attitudes, Foreign Countries
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David Firth; Tyler Johnson; Shawn F. Clouse; Patricia Akello – Information Systems Education Journal, 2025
As smartphone ownership has steadily increased there has been a rise in individuals that display Problematic Smartphone Use (PSU). Through a comprehensive literature review of PSU it quickly became evident that research into PSU intervention strategies such as Cognitive Behavior Therapy (CBT) and Digital Detox are focused on "collectivist…
Descriptors: Computer Science Education, Social Media, Computer Software, Collectivism
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Calandra, Brendan; Renken, Maggie; Cohen, Jonathan David; Hicks, Timothy; Ketenci, Tuba – TechTrends: Linking Research and Practice to Improve Learning, 2021
In this study, the authors analyzed data from a sample of thirty-two middle school students from an urban school district in the southeastern United States who used MIT's App Inventor to design, create, and remix mobile apps during an afterschool program for one school year. This paper focuses on computer science learning outcomes as measured by…
Descriptors: Middle School Students, Urban Schools, After School Programs, Computer Science Education
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Hardin, Caroline D. – ACM Transactions on Computing Education, 2021
Hackathons, the time-bound collaborative project-based computer science competitions increasingly popular with computer science students, are one of the largest-scale innovations in computing education of the past decade. This research examined three hackathons and 46,500 surveys to find that educational benefits were unequal between genders in…
Descriptors: Gender Differences, Cooperative Learning, Active Learning, Student Projects
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Arawjo, Ian; Mogos, Ariam – ACM Transactions on Computing Education, 2021
Even in the turn toward justice-oriented pedagogy, computing education tends to overlook the quality of intergroup relationships, which risks entrenching division. In this article, we establish an intercultural approach to computing education, informed by intercultural and peace education, prejudice reduction, and the sociology of racism and…
Descriptors: Intergroup Relations, Computer Science Education, Social Justice, Cultural Awareness
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Phelps, David; Santo, Rafi – ACM Transactions on Computing Education, 2021
Computer Science education (CSed) often aims to position youth as designers, creators, and those with a voice in their world. But do youth have opportunities to design, create, and have voice around the shape of their CSed learning experiences? In this study, we explore ways that school districts engage youth to contribute to the shaping and…
Descriptors: Student Leadership, Leadership Role, Computer Science Education, Educational Change
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Liénardy, Simon; Donnet, Benoit; Leduc, Laurent – Student Success, 2021
This practice report discusses the evolution of a CS1 Course taught at the University of Liège, Belgium. Over the last seven years several teaching activities have been thought to complement traditional theoretical courses and exercise sessions in order to promote students' engagement. The result is aligned with (i) the principles of assessment…
Descriptors: Learner Engagement, Computer Science Education, Introductory Courses, Student Evaluation
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Millar, Russell; Manoharan, Sathiamoorthy – International Journal of Educational Technology in Higher Education, 2021
It is demonstrated that the fully automatic generation of isomorphic questions allows for both repeat assessment, and for this assessment to be individualized. While this does require a substantial up-front effort, once prepared assessments can be reproduced with relative ease and with a near-zero probability of students receiving the same…
Descriptors: Student Evaluation, Cooperative Learning, Peer Relationship, Discussion (Teaching Technique)
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Mirolo, Claudio; Izu, Cruz; Lonati, Violetta; Scapin, Emanuele – Informatics in Education, 2021
When we "think like a computer scientist," we are able to systematically solve problems in different fields, create software applications that support various needs, and design artefacts that model complex systems. Abstraction is a soft skill embedded in all those endeavours, being a main cornerstone of computational thinking. Our…
Descriptors: Computer Science Education, Soft Skills, Thinking Skills, Abstract Reasoning
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Strömbäck, Filip; Mannila, Linda; Kamkar, Mariam – Informatics in Education, 2021
Concurrency is often perceived as difficult by students. One reason for this may be due to the fact that abstractions used in concurrent programs leave more situations undefined compared to sequential programs (e.g., in what order statements are executed), which makes it harder to create a proper mental model of the execution environment. Students…
Descriptors: College Students, Programming, Programming Languages, Concept Formation
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Bekasiewicz, A.; Pankiewicz, B.; Wojcikowski, M.; Klosowski, M.; Koziel, S. – IEEE Transactions on Education, 2021
Contribution: While research indicates usefulness of remote laboratories in teaching of digital hardware systems, their main application is to complement stationary classes. This work presents a low-cost, scalable architecture that supports rapid transformation of teaching to a model based solely on remote access mechanisms. Background: Adaptation…
Descriptors: COVID-19, Pandemics, Educational Change, Distance Education
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Bekkering, Ernst; Ward, Ted – Information Systems Education Journal, 2021
Student attendance in class, and participation while in class, are predictors of student performance. Last year, we reported on a new measure combining class attendance and attentiveness while in class and used this participation score as a predictor of student performance on the final exam in the class. This year, we follow up by analyzing data…
Descriptors: Student Participation, Academic Achievement, Grade Prediction, Attention Control
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Lodi, Michael; Martini, Simone – Science & Education, 2021
The pervasiveness of Computer Science (CS) in today's digital society and the extensive use of computational methods in other sciences call for its introduction in the school curriculum. Hence, Computer Science Education is becoming more and more relevant. In CS K-12 education, computational thinking (CT) is one of the abused buzzwords: different…
Descriptors: Computer Science Education, Elementary Secondary Education, Computation, Definitions
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Géssica, Lehmkuhl; Christiane, Gresse von Wangenheim; Martins-Pacheco, Lúcia Helena; Borgatto, Adriano F.; da Cruz Alves, Nathalia – Informatics in Education, 2021
In today's society, creativity plays a key role, emphasizing the importance of its development in K-12 education. Computing education may be an alternative for students to extend their creativity by solving problems and creating computational artifacts. Yet, there is little systematic evidence available to support this claim, also due to the lack…
Descriptors: Models, Self Evaluation (Individuals), Creativity, Computer Science Education
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