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Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
Gao, Zhikai; Lynch, Collin; Heckman, Sarah; Barnes, Tiffany – International Educational Data Mining Society, 2021
As Computer Science has increased in popularity so too have class sizes and demands on faculty to provide support. It is therefore more important than ever for us to identify new ways to triage student questions, identify common problems, target students who need the most help, and better manage instructors' time. By analyzing interaction data…
Descriptors: Automation, Classification, Help Seeking, Computer Science Education
Barbosa, Marcelo Werneck – International Journal of Mobile and Blended Learning, 2022
Project-based learning (PBL) approaches are common in software engineering (SE) and project management education. However, the blended learning modality is still little explored in this context. The application of PBL in blended learning environments is called blended project-based learning (BPBL). In order to fill in this research gap, this study…
Descriptors: Blended Learning, Active Learning, Student Projects, Program Administration
Du, Xiaoming; Ge, Shilun; Wang, Nianxin – International Journal of Information and Communication Technology Education, 2022
In the context of education big data, it uses data mining and learning analysis technology to accurately predict and effectively intervene in learning. It is helpful to realize individualized teaching and individualized teaching. This research analyzes student life behavior data and learning behavior data. A model of student behavior…
Descriptors: Prediction, Data, Student Behavior, Academic Achievement
Coto, Mayela; Mora, Sonia; Grass, Beatriz; Murillo-Morera, Juan – Computer Science Education, 2022
Background and context: Emotions are ubiquitous in academic settings and affect learning strategies, motivation to persevere, and academic outcomes, however they have not figured prominently in research on learning to program at the university level. Objective: To summarize the current knowledge available on the effect of emotions on students…
Descriptors: Programming, Computer Science Education, Psychological Patterns, Emotional Response
Fowler, Max; Smith, David H., IV; Hassan, Mohammed; Poulsen, Seth; West, Matthew; Zilles, Craig – Computer Science Education, 2022
Background and Context: Lopez and Lister first presented evidence for a skill hierarchy of code reading, tracing, and writing for introductory programming students. Further support for this hierarchy could help computer science educators sequence course content to best build student programming skill. Objective: This study aims to replicate a…
Descriptors: Programming, Computer Science Education, Correlation, Introductory Courses
Trofimova, Ellina; Asgharzadeh Kangachar, Shahla; Weynberg, Karen D.; Willows, Robert D.; Jaschke, Paul R. – Biochemistry and Molecular Biology Education, 2023
With the global increase of infections caused by antibiotic-resistant bacterial strains, there is an urgent need for new methods of tackling the issue. Genomic analysis of bacterial strains can help to understand their virulence and antibiotic resistance profile. Bioinformatic skills are in great demand across the biological sciences. We designed…
Descriptors: Genetics, Science Instruction, Microbiology, Information Science
Antti-Jussi Lakanen; Ville Isomöttönen – Informatics in Education, 2023
This research investigates university students' success in their first programming course (CS1) in relation to their motivation, mathematical ability, programming self-efficacy, and initial goal setting. To our knowledge, these constructs have not been measured in a single study before in the Finnish context. The selection of the constructs is in…
Descriptors: Foreign Countries, College Students, Student Motivation, Self Efficacy
Méndez Irizarry, Alejandra S. – ProQuest LLC, 2023
This doctoral dissertation documents the experiences of women (student and faculty) in computer science programs. The research emerges from the literature on the gender gap in computing and video gaming. Thus, the author seeks to find the meaning that participants have granted to their experiences as undergraduate students and faculty, in a…
Descriptors: Females, Computer Science Education, Video Games, Gender Differences
Embracing Artificial Intelligence to Improve Self-Directed Learning: A Cybersecurity Classroom Study
Jim Marquardson – Information Systems Education Journal, 2024
Generative artificial intelligence (AI) tools were met with a mix of enthusiasm, skepticism, and fear. AI adoption soared as people discovered compelling use cases--developers wrote code, realtors generated narratives for their websites, students wrote essays, and much more. Calls for caution attempted to temper AI enthusiasm. Experts highlighted…
Descriptors: Artificial Intelligence, Capstone Experiences, Computer Security, Information Security
Tracy Ediger; Olga Glebova; Michael Waterson; Matthew Nusnbaum – Journal of College Science Teaching, 2024
During the COVID-19 pandemic, it was suddenly necessary to shift college courses online. Many instructors without experience teaching online were faced with decisions about how to structure their courses and support students during the pandemic. In the three introductory STEM courses described in this article, instructors chose to include online…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses
Shmallo, Ronit; Ragonis, Noa – Education and Information Technologies, 2021
The paper presents research that aims to expose students' understanding of the "this" reference in object-oriented programming. The study was conducted with high school students (N = 86) and college engineering students (N = 77). Conceptualization of "this" reflects an understanding of objects in general and involves aspects of…
Descriptors: Computer Science Education, Programming, High School Students, College Students
Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
Johnson, Amy L.; Gleit, Rebecca D. – Teaching Sociology, 2022
Despite the centrality of data analysis to the discipline, sociology departments are currently falling short of teaching both undergraduate and graduate students crucial computing and statistical software skills. We argue that sociology instructors must intentionally and explicitly teach computing skills alongside statistical concepts to prepare…
Descriptors: College Students, Sociology, Social Science Research, Computer Science Education
Yonwilad, Wannatida; Sinlapaninman, Unyaparn – Journal of Educational Issues, 2022
This study aimed to develop blended learning activities and creativity-based learning in the Mathematics for Computer Course (MCC), compare mathematics achievement in the MCC at a 70% threshold score, compare students' information technology usage performance, and investigate students' learning satisfaction. The participants were freshmen who…
Descriptors: Blended Learning, Creativity, Mathematics Achievement, Information Technology