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Piater, Justus H. – Computer Science Education, 2009
Conventional introduction to computer science presents individual algorithmic paradigms in the context of specific, prototypical problems. To complement this algorithm-centric instruction, this study additionally advocates problem-centric instruction. I present an original problem drawn from students' life that is simply stated but provides rich…
Descriptors: Computer Science, Teaching Methods, Undergraduate Students, Problem Solving
Smarkusky, Debra L.; Toman, Sharon A. – Information Systems Education Journal, 2014
Students in computer science and information technology should be engaged in solving real-world problems received from government and industry as well as those that expose them to various areas of application. In this paper, we discuss interdisciplinary project experiences between majors and non-majors that offered a creative and innovative…
Descriptors: Interdisciplinary Approach, Cooperative Learning, Student Projects, Computer Science Education
Evaluation of the Educational Impact of Participation Time in a Small Spacecraft Development Program
Straub, Jeremy; Whalen, David – Education Sciences, 2014
The value of the duration of participation in a small spacecraft program has not previously been sufficiently characterized. This work seeks to determine whether most relevant benefits are received by participants quickly (suggesting that participant education would be best achieved by shorter duration exposure to multiple domains) or accrues over…
Descriptors: Program Length, Time Factors (Learning), Time on Task, Student Experience
Xu, Le; Huang, Dijiang; Tsai, Wei-Tek – IEEE Transactions on Education, 2014
Hands-on experiments are essential for computer network security education. Existing laboratory solutions usually require significant effort to build, configure, and maintain and often do not support reconfigurability, flexibility, and scalability. This paper presents a cloud-based virtual laboratory education platform called V-Lab that provides a…
Descriptors: Computer Networks, Computer Security, Educational Technology, Technology Uses in Education
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Nicolson, Margaret; Harper, Felicity – International Journal of Teaching and Learning in Higher Education, 2014
In this article the authors compare two phases of an ongoing, annual online peer observation project at the Open University. Adopting a non-managerialist approach, the project aims to give teachers a renewed sense of collegiality, allowing them to take responsibility for aspects of their professional development and share practice points. While…
Descriptors: Peer Evaluation, Observation, Open Universities, Classroom Observation Techniques
Merrick, K. E. – IEEE Transactions on Education, 2010
This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…
Descriptors: Introductory Courses, Course Content, Computers, Programming
Dickey, Michele D. – International Journal of Art & Design Education, 2010
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game-related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of…
Descriptors: Computer Science, Computer Science Education, Multimedia Materials, Computers
Teer, Faye P.; Kruck, S. E. – Information Systems Education Journal, 2012
It is important for students to be prepared to act ethically when they face real world situations that test their ethical leadership. The purpose of this study was to examine university students' responses to ethical dilemmas. One hundred and sixty two students in numerous majors and both undergraduate and graduate classifications responded to a…
Descriptors: College Students, Ethics, Student Surveys, Scores
Avancena, Aimee Theresa; Nishihara, Akinori; Vergara, John Paul – International Association for Development of the Information Society, 2012
This paper presents the online cognitive and algorithm tests, which were developed in order to determine if certain cognitive factors and fundamental algorithms correlate with the performance of students in their introductory computer science course. The tests were implemented among Management Information Systems majors from the Philippines and…
Descriptors: Foreign Countries, Computer Science Education, High School Students, College Students
Hsu, Jenq-Muh; Chang, Ting-Wen; Yu, Pao-Ta – Turkish Online Journal of Educational Technology - TOJET, 2012
The teaching and learning environment in a traditional classroom typically includes a projection screen, a projector, and a computer within a digital interactive table. Instructors may apply multimedia learning materials using various information communication technologies to increase interaction effects. However, a single screen only displays a…
Descriptors: Computer Assisted Instruction, Multimedia Instruction, Computer Science Education, Programming Languages
Patel, Nayna; Brinkman, Willem-Paul; Coughlan, Jane – Education & Training, 2012
Purpose: The purpose of this paper is to investigate and understand whether students who complete a work placement as part of their degree course achieve a better classification of degree than those students who do not include a placement. Design/methodology/approach: The study was conducted by extracting the profiles of computing students from…
Descriptors: Job Placement, Foreign Countries, Work Experience Programs, Academic Achievement
Herman, Geoffrey L.; Loui, Michael C.; Kaczmarczyk, Lisa; Zilles, Craig – ACM Transactions on Computing Education, 2012
The ability to reason with formal logic is a foundational skill for computer scientists and computer engineers that scaffolds the abilities to design, debug, and optimize. By interviewing students about their understanding of propositional logic and their ability to translate from English specifications to Boolean expressions, we characterized…
Descriptors: Interviews, Logical Thinking, Computer Science, Scientists
Bacivarov, Ioan C.; Ilian, Virgil L. M. – International Journal of Technology and Design Education, 2012
This paper discusses a comparative study of the effects of using a humanoid robot for introducing students to personal robotics. Even if a humanoid robot is one of the more complicated types of robots, comprehension was not an issue. The study highlighted the importance of using real hardware for teaching such complex subjects as opposed to…
Descriptors: Foreign Countries, Computer Science Education, Robotics, Computer Simulation
Wang, Yanqing; Li, Hang; Feng, Yuqiang; Jiang, Yu; Liu, Ying – Computers & Education, 2012
The traditional assessment approach, in which one single written examination counts toward a student's total score, no longer meets new demands of programming language education. Based on a peer code review process model, we developed an online assessment system called "EduPCR" and used a novel approach to assess the learning of computer…
Descriptors: Programming Languages, Program Effectiveness, Programming, Tests