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Holowka, Peter – International Association for Development of the Information Society, 2020
COVID-19 presented a challenge to the traditional methods of teaching programming and robotics in a secondary school environment. When campuses were closed around the world in the spring of 2020, it was not possible for students to access the computer labs nor the robotics equipment that was traditionally used to facilitate the instruction of…
Descriptors: Robotics, COVID-19, Pandemics, Teaching Methods
Gulson, Kalervo N.; Webb, P. Taylor – Discourse: Studies in the Cultural Politics of Education, 2018
In this paper, we are interested in the notion of multiple ways of thinking, knowing and transforming life, namely an increasing capacity to intervene in "life" as a "molecular biopolitics," and the changing ways in which "life" can be understood computationally. We identify and speculate on the ways different ideas…
Descriptors: Educational Policy, Biological Sciences, Computer Science, Ethics
Lesko, Charles – International Journal on E-Learning, 2018
Virtual collaboration has become an increasingly critical aspect within today's classrooms and modern workplaces. Specifically, virtual collaboration involves groups of people working together who typically are: geographically dispersed; interdependent in their tasks while sharing a common responsibility for task outcomes; and rely on mediated…
Descriptors: Student Projects, Undergraduate Students, College Seniors, Computer Uses in Education
Karagün, Elif – Journal of Education and Training Studies, 2018
The purpose of the study is to determine the visual and auditory reaction time, perception, attention and memory levels of PE teacher candidates and computer teacher candidates. For this purpose, after giving necessary information to the teacher candidates of the Department of Physical Education and Sports and the candidates of Computer Teaching…
Descriptors: Reaction Time, Perception, Attention, Memory
Kwon, Kyungbin; Lee, Kyungbin; Chung, Jaehwa – International Journal of Computer Science Education in Schools, 2018
Evaluating the quality of students' programs is necessary for better teaching and learning. Although many innovative learning environments for computer science have been introduced, the scarcity of program evaluation frames and tools is a demanding issue in the teaching practice. This study examined the quality of students' Scratch programs by…
Descriptors: Computer Science Education, Programming, Programming Languages, Program Evaluation
Lending, Diane; Fulcher, Keston; Ezell, Jeremy D.; May, Jeffrey L.; Dillon, Thomas W. – Research & Practice in Assessment, 2018
Few examples of demonstrable program learning improvement projects exist. To provide guidance for those seeking to report program learning improvement, we offer a real example of an implemented learning improvement project for a Computer Information Systems major curriculum. The example follows a six-criteria model and the subsequent standards for…
Descriptors: Educational Improvement, Program Implementation, Computer Science Education, Information Systems
Mahzoon, Mohammad Javad; Maher, Mary Lou; Eltayeby, Omar; Dou, Wenwen; Grace, Kazjon – Journal of Learning Analytics, 2018
Data models built for analyzing student data often obfuscate temporal relationships for reasons of simplicity, or to aid in generalization. We present a model based on temporal relationships of heterogeneous data as the basis for building predictive models. We show how within- and between-semester temporal patterns can provide insight into the…
Descriptors: Data Analysis, Learning, Models, Time
Smith, Sally; Taylor-Smith, Ella; Smith, Colin F.; Webster, Gemma – International Journal of Work-Integrated Learning, 2018
This study followed recent computing graduates into the workplace and explored their undergraduate experiences of work placements and subsequent impact on graduate employment. Whilst studying at one of 14 Scottish universities, participants (n=99) had registered interest in a student placement. Factors influencing the ability to secure a placement…
Descriptors: Foreign Countries, College Graduates, Job Placement, Computer Science
Mentz, Elsa; Van Zyl, Sukie – International Journal of Lifelong Education, 2018
This article reports on an explorative study into the relationship between the implementation of cooperative learning strategies and students' self-directedness in learning. Participants in this study were first-year Computer Applications Technology student teachers. Students completed a self-directed learning questionnaire at the beginning of the…
Descriptors: Cooperative Learning, Independent Study, Preservice Teachers, Computer Science Education
Peppler, Kylie; Wohlwend, Karen – Arts Education Policy Review, 2018
Recent advances in arts education policy, as outlined in the latest National Core Arts Standards, advocate for bringing digital media into the arts education classroom. The promise of such Science, Technology, Engineering, Arts, and Mathematics (STEAM)-based approaches is that, by coupling Science, Technology, Engineering, and Mathematics (STEM)…
Descriptors: STEM Education, Art Education, Design, Computer Science
Frydenberg, Mark; Yates, David J.; Kukesh, Julie S. – Information Systems Education Journal, 2018
As industry embraces the agile methodology for application development, universities are shifting their curricula to teach agile principles along with traditional waterfall concepts. This paper describes a simulation game offered to students in a first-year computing concepts course to introduce both models of application development. Students…
Descriptors: Simulation, Educational Games, Computer Science Education, Introductory Courses
Hosseini, Roya – ProQuest LLC, 2018
My dissertation is situated in the field of computer science education research, specifically, the learning and teaching of programming. This is a critical area to be studied, since, primarily, learning to program is difficult, but also, the need for programming knowledge and skills is growing, now more than ever. This research is particularly…
Descriptors: Computer Science Education, Educational Technology, Programming, Skill Development
Koedinger, Kenneth R.; Scheines, Richard; Schaldenbrand, Peter – International Educational Data Mining Society, 2018
The "doer effect" is the assertion that the amount of interactive practice activity a student engages in is much more predictive of learning than the amount of passive reading or watching video the same student engages in. Although the evidence for a doer effect is now substantial, the evidence for a causal doer effect is not as well…
Descriptors: Online Courses, Time Management, Causal Models, Student Behavior
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2018
Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tournament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this paper, the author shares his multi-year experience of…
Descriptors: Games, Computer Science Education, Programming, Programming Languages
Domeika, Lee; Miller, Lauren; O'Connor, Anna – Jobs for the Future, 2022
The Work-Based Courses Blueprint is a foundational guide for all Tennessee SySTEM school sites engaged in designing and developing work-based courses for 11th and 12th grade students. Specifically, this blueprint covers pertinent work-based courses topics such as building a work-based course team, course design, and course delivery. The blueprint…
Descriptors: High School Students, Grade 11, Grade 12, STEM Education