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Rich, Peter Jacob; Jones, Brian; Belikov, Olga; Yoshikawa, Emily; Perkins, McKay – Online Submission, 2017
STEM, the integration of Science, Technology, Engineering, and Mathematics is increasingly being promoted in elementary education. However, elementary educators are largely untrained in the 21st century skills of computing (a subset of technology) and engineering. The purpose of this study was to better understand elementary teachers'…
Descriptors: Computer Science Education, Engineering Education, Elementary Education, Elementary School Teachers
Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
Wu, Shaoqun; Li, Liang; Witten, Ian; Yu, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article reports on a language learning system and a program designed to help students with academic vocabulary in the New Zealand university computer science department. The system is a learner-friendly corpus-based tool that allows students to look up lexico-grammatical patterns of a given word in academic writing. The program, based on a…
Descriptors: Case Studies, Computer Science Education, Graduate Students, Academic Language
Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
Ben-David Kolikant, Yifat; ma'ayan, Ze'ev – Computer Science Education, 2018
Higher-education students now have more alternatives for searching for information than previous generations had. The Internet is a vast ocean of information sources, albeit with diverse reliability and quality. In Web 2.0 platforms, any participant can be a content creator. This reality is challenging for both the instructors and the students. We…
Descriptors: Computer Science Education, Higher Education, Internet, Web 2.0 Technologies
Chainikova, Galina R.; Zatonskiy, Andrey V.; Mitiukov, Nicholas W.; Busygina, Helena L. – European Journal of Contemporary Education, 2018
The article suggests a method of foreign language lexical competence development on the basis of a Learner's terminological thesaurus and dictionary of software terms which includes four main components: classification part demonstrating the inner logic of the subject area, glossary with definitions of key terms, thesaurus demonstrating logical…
Descriptors: Second Language Learning, Second Language Instruction, Dictionaries, Reference Materials
Kurtz, Holly; Lloyd, Sterling; Harwin, Alexandra; Osher, Michael – Editorial Projects in Education, 2018
In February 2018, the Education Week Research Center fielded an online survey to more than 500 school leaders, including principals, assistant principals, and deans. The questionnaire focused on screen-time, personalized learning, social media, cyber-bullying, media literacy, sexting, and the Computer Science for All movement. Highlights of survey…
Descriptors: Educational Technology, Technology Uses in Education, Bullying, Computer Mediated Communication
Gonzalez, Avelino J.; Hollister, James R.; DeMara, Ronald F.; Leigh, Jason; Lanman, Brandan; Lee, Sang-Yoon; Parker, Shane; Walls, Christopher; Parker, Jeanne; Wong, Josiah; Barham, Clayton; Wilder, Bryan – International Journal of Artificial Intelligence in Education, 2017
This paper describes an interactive museum exhibit featuring an avatar of Alan Turing that informs museum visitors about artificial intelligence and Turing's seminal Turing Test for machine intelligence. The objective of the exhibit is to engage and motivate visiting children in the hope of sparking an interest in them about computer science and…
Descriptors: Artificial Intelligence, Informal Education, Science Education, Interaction
Tsai, Chia-Wen; Shen, Pei-Di; Tsai, Meng-Chuan; Chen, Wen-Yu – Interactive Learning Environments, 2017
Much application software education in Taiwan can hardly be regarded as practical. The researchers in this study provided a flexible means of ubiquitous learning (u-learning) with a mobile app for students to access the learning material. In addition, the authors also adopted computational thinking (CT) to help students develop practical computing…
Descriptors: Foreign Countries, College Freshmen, Web Based Instruction, Computation
Urfa, Mehmet; Durak, Gürhan – Journal of Education and e-Learning Research, 2017
In the present study, the purpose was to determine students' views about the application of Flipped Classroom Model (FL), in which, different from the traditional method, homework is replaced by in-class activities and which has frequently been mentioned recently. The study was carried out with 24 students from the department of Computer Education…
Descriptors: Scientific Literacy, Ethics, Classroom Techniques, Teaching Methods
Tegos, Stergios; Demetriadis, Stavros – Educational Technology & Society, 2017
Research in computer-supported collaborative learning has indicated that conversational agents can be pedagogically beneficial when used to scaffold students' online discussions. In this study, we investigate the impact of an agile conversational agent that triggers student dialogue by making interventions based on the academically productive talk…
Descriptors: Cooperative Learning, Prior Learning, Intervention, Outcomes of Education
Sharp, Jason H.; Sharp, Laurie A. – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: Compared student academic performance on specific course requirements in a C# programming course across three instructional approaches: traditional, online, and flipped. Background: Addressed the following research question--When compared to the online and traditional instructional approaches, does the flipped instructional approach…
Descriptors: Comparative Analysis, Academic Achievement, Conventional Instruction, Web Based Instruction
Cheng, Pericles L. – ProQuest LLC, 2017
The Digital Agenda for Europe (2015) states that there will be 825,000 unfilled vacancies for Information and Communications Technology by 2020. This lack of IT professionals stems from the small number of students graduating in computer science. To retain more students in the field, teachers can use remote robotic experiments to explain difficult…
Descriptors: Intention, Robotics, High Schools, Secondary School Teachers
Sadik, Olgun – ProQuest LLC, 2017
The primary purpose of this study was to identify secondary computer science (CS) teachers' needs, related to knowledge, skills, and school setting, to create more effective CS education in the United States. In addition, this study examined how these needs change based on the participants' years of teaching experience as well as their background…
Descriptors: Secondary School Teachers, After School Programs, Mixed Methods Research, Computer Science Education
Joshi, Swaroop Ravindra – ProQuest LLC, 2017
Piaget's classic work on cognitive development showed that engaging learners in critical discussions with peers about ideas that are "different" than theirs leads to deep conceptual understanding. Implementing such an approach in college-level STEM (Science, Technology, Engineering, Math) courses has some specific challenges: (a) Short…
Descriptors: Cooperative Learning, Computer Mediated Communication, Competition, Teaching Methods

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