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Ritter, Frauke; Standl, Bernhard – Informatics in Education, 2023
We live in a digital age, not least accelerated by the COVID-19 pandemic. It is all the more important in our society that students learn and master the key competence of algorithmic thinking to understand the informatics concepts behind every digital phenomena and thus is able to actively shape the future. For this to be successful, concepts must…
Descriptors: Algorithms, Information Science Education, Computer Science Education, COVID-19
Liao, Shu-Min – Journal of Statistics and Data Science Education, 2023
SCRATCH, developed by the Media Lab at MIT, is a kid-friendly visual programming language, designed to introduce programming to children and teens in a "more thinkable, more meaningful, and more social" way. Although it was initially intended for K-12 students, educators have used it for higher education as well, and found it…
Descriptors: Teaching Methods, Coding, Programming Languages, Computer Science Education
Krüger, Ralph – Interpreter and Translator Trainer, 2022
This paper intends to illustrate the didactic potential of Python-based Jupyter notebooks in teaching translation technology, machine translation in particular, to translation students. It discusses the basic makeup of Jupyter notebooks and shows how these notebooks can be set up for students who have had little to no prior exposure to the Python…
Descriptors: Translation, Second Language Learning, Second Language Instruction, Natural Language Processing
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games
Thune, Michael; Eckerdal, Anna – European Journal of Engineering Education, 2009
The present work has its focus on university-level engineering education students that do not intend to major in computer science but still have to take a mandatory programming course. Phenomenography and variation theory are applied to empirical data from a study of students' conceptions of computer programming. A phenomenographic outcome space…
Descriptors: Engineering Education, Programming Languages, Programming, Phenomenology
Gunion, Katherine; Milford, Todd; Stege, Ulrike – Journal of Problem Solving, 2009
Recursion is a programming paradigm as well as a problem solving strategy thought to be very challenging to grasp for university students. This article outlines a pilot study, which expands the age range of students exposed to the concept of recursion in computer science through instruction in a series of interesting and engaging activities. In…
Descriptors: Foreign Countries, Programming, Programming Languages, Middle School Students
Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)

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