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Nilüfer Atman Uslu; Aytug Onan – Education and Information Technologies, 2025
Understanding the emotions experienced by programming students, particularly concerning gender and education level, is increasingly critical. However, only limited research has used text data to examine these differences within the context of programming education and emotions. This study aims to determine programming students' emotions and any…
Descriptors: Programming, Psychological Patterns, Student Attitudes, Secondary School Students
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Antoni Wilinski; Joanna Olkowicz; Sebastian Agata; Alicja Szostkiewicz; Szymon Guzik; Arkadiusz Wojtak; Pawel Tomkiewicz – Informatics in Education, 2025
This paper presents survey results involving students from three fields of study (computer science, business, and pedagogy), positing that computer science students exhibit distinct patterns in the spectrum of multiple intelligences compared to students in social sciences disciplines. The study involved over 300 students, revealing statistically…
Descriptors: Computer Science Education, Intellectual Disciplines, Majors (Students), Multiple Intelligences
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Daiki Matsumoto; Atsushi Shimada; Yuta Taniguchi – International Association for Development of the Information Society, 2025
Predicting learner actions and intentions is crucial for providing personalized real-time support and early intervention in programming education. This approach enables proactive, context-aware assistance that is difficult for human instructors to deliver by foreseeing signs of potential struggles and misconceptions, or by inferring a learner's…
Descriptors: Prediction, Programming, Coding, Models
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Lauren E. Margulieux; Yin-Chan Liao; Erin Anderson; Miranda C. Parker; Brendan D. Calandra – ACM Transactions on Computing Education, 2024
Integrated computing curricula combine learning objectives in computing with those in another discipline, like literacy, math, or science, to give all students experience with computing, typically before they must decide whether to take standalone CS courses. One goal of integrated computing curricula is to provide an accessible path to an…
Descriptors: Technology Uses in Education, Technology Integration, Computer Uses in Education, Computer Science
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Mara Kirdani-Ryan; Amy J. Ko – ACM Transactions on Computing Education, 2024
For computing to serve humanity, computing spaces must be safe for all individuals. While prior work has surfaced how hegemonic racial and gendered expectations manifest in computing, it has only indirectly attended to expectations surrounding neurodivergence. As computing stereotypes largely align with stereotypes of some neurodivergent…
Descriptors: Neurodevelopmental Disorders, Stereotypes, Disabilities, Computer Attitudes
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Alexandros Tsichouridis; Stelios Xinogalos; Apostolos Ampatzoglou – Journal of Educational Computing Research, 2024
Teaching and learning programming, and especially Object-Oriented Programming (OOP), is a complicated and challenging task. Students have to comprehend various OOP concepts and utilize them for designing object-oriented programs. Various types of educational programming environments, such as microworlds and educational games, have been devised for…
Descriptors: Programming, Computer Uses in Education, Educational Resources, Computer Science Education
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Marcus Messer; Neil C. C. Brown; Michael Kölling; Miaojing Shi – ACM Transactions on Computing Education, 2024
We conducted a systematic literature review on automated grading and feedback tools for programming education. We analysed 121 research papers from 2017 to 2021 inclusive and categorised them based on skills assessed, approach, language paradigm, degree of automation, and evaluation techniques. Most papers assess the correctness of assignments in…
Descriptors: Automation, Grading, Feedback (Response), Programming
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Elena Novak; Chia-Ling Kuo; Janet Lynne Tassell; Grace Morris – TechTrends: Linking Research and Practice to Improve Learning, 2024
Recently, creativity has been acknowledged for its importance in improving computer science learning and attitudes. However, very little is known about how to integrate creativity in preservice teacher computing education. Toward this end, we developed a creativity-enhancement intervention in an online Creative Computing instructional module to…
Descriptors: Preservice Teachers, Elementary School Teachers, Creativity, Intervention
Mara Kirdani-Ryan – ProQuest LLC, 2024
Impending climate crises, profound wealth inequality and unprecedented vulnerability to global catastrophe at the hands of technology make working towards justice a necessity, and a desperate one at that. However, engaging in work towards justice requires deconstructing the dominant narratives and norms that restrict what actions are permissible…
Descriptors: Postsecondary Education, Computer Science Education, Career Development, Social Justice
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Ana E. Redstone; Tian Luo – TechTrends: Linking Research and Practice to Improve Learning, 2024
This article focuses on the practical implementation of Universal Design for Learning (UDL) in an online computer science course, articulating the collaborative efforts between the instructional designer (the first author) and the faculty member to redesign the course using UDL principles. Specific instances of redesigned learning modules and…
Descriptors: Electronic Learning, Computer Science, Student Empowerment, Higher Education
Yuhan Lin – ProQuest LLC, 2024
Block-based programming environments have become increasingly commonplace in computer science education. Despite a rapidly expanding ecosystem of block-based programming environments, text-based languages remain the dominant programming paradigm outside of educational contexts, motivating the transition from block-based to text-based programming.…
Descriptors: Computer Science Education, Programming, Coding, Scaffolding (Teaching Technique)
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Pavlos Toukiloglou; Stelios Xinogalos – Education and Information Technologies, 2024
Hour of Code is a widely recognized global event that aims to introduce programming to novice users and integrate computer science into education. This paper presents an analysis of the effectiveness of the support system and user interface of Minecraft Adventurer, a serious game designed for the Hour of Code global event. Although previous…
Descriptors: Novices, Programming, Coding, Computer Science Education
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Roosa Wingström; Johanna Hautala; Riina Lundman – Creativity Research Journal, 2024
Artificial intelligence (AI) has breached creativity research. The advancements of creative AI systems dispute the common definitions of creativity that have traditionally focused on five elements: actor, process, outcome, domain, and space. Moreover, creative workers, such as scientists and artists, increasingly use AI in their creative…
Descriptors: Creativity, Artificial Intelligence, Computer Science, Scientists
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Paul Biberstein; Thomas Castleman; Luming Chen; Shriram Krishnamurthi – Informatics in Education, 2024
CODAP is a widely-used programming environment for secondary school data science. Its direct-manipulation-based design offers many advantages to learners, especially younger students. Unfortunately, these same advantages can become a liability when it comes to repeating operations consistently, replaying operations (for reproducibility), and also…
Descriptors: Data Science, Secondary School Students, Programming, Open Source Technology
Wilma Ann Anderson – ProQuest LLC, 2024
The national conversation about STEM education continues. While math and science have been a constant in K-12 and higher education, curriculum in technology and engineering have not been consistently part of the tapestry of American education. As such, there is a dearth of qualified candidates for the ever-growing number of computer science and…
Descriptors: STEM Education, STEM Careers, Disproportionate Representation, Females
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