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Gallego-Romero, Jesús Manuel; Alario-Hoyos, Carlos; Estévez-Ayres, Iria; Delgado Kloos, Carlos – Educational Technology Research and Development, 2020
Massive Open Online Courses (MOOCs) can be enhanced with the so-called learning-by-doing, designing the courses in a way that the learners are involved in a more active way in the learning process. Within the options for increasing learners' interaction in MOOCs, it is possible to integrate (third-party) external tools as part of the instructional…
Descriptors: Learner Engagement, Student Behavior, Learning Analytics, Online Courses
Daleiden, Patrick; Stefik, Andreas; Uesbeck, P. Merlin; Pedersen, Jan – ACM Transactions on Computing Education, 2020
There are many paradigms available to address the unique and complex problems introduced with parallel programming. These complexities have implications for computer science education as ubiquitous multi-core computers drive the need for programmers to understand parallelism. One major obstacle to student learning of parallel programming is that…
Descriptors: Randomized Controlled Trials, Performance Factors, Programming, Computer Science Education
Türker, Pinar Mihci; Pala, Ferhat Kadir – International Journal of Computer Science Education in Schools, 2020
In this study, the effect of algorithm education on pre-service teachers' computational thinking skills and computer programming self-efficacy perceptions were examined. In the study, one group pretest posttest experimental design was employed. The participants consisted of 24 (14 males and 10 females) pre-service teachers, majoring in Computer…
Descriptors: Mathematics, Computation, Computer Science Education, Programming
Margulieux, Lauren E.; Morrison, Briana B.; Decker, Adrienne – International Journal of STEM Education, 2020
Background: Programming a computer is an increasingly valuable skill, but dropout and failure rates in introductory programming courses are regularly as high as 50%. Like many fields, programming requires students to learn complex problem-solving procedures from instructors who tend to have tacit knowledge about low-level procedures that they have…
Descriptors: Programming, Computer Science Education, Introductory Courses, Withdrawal (Education)
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Damsa, Crina; Nerland, Monika; Andreadakis, Zacharias E. – British Journal of Educational Technology, 2019
This paper argues for the need to develop a relational, emergent and plural understanding of learning spaces. We take an ecological perspective on learning, which allows us to conceptualize learning spaces as (co-)constructed by learners; emerging through learners' practices, interactions and activities; and facilitated by pedagogical…
Descriptors: Educational Environment, Educational Technology, Ecological Factors, Affordances
Fritz, Lydia – Journal of Instructional Research, 2019
This is an experience paper that describes methods of student assessment in introductory- and intermediate-level computing courses. The paper explains the need for alternate methods in the evaluation of out-of-class programming assignments and enumerates several options that have been incorporated into freshman- and sophomore-level courses. I show…
Descriptors: Computer Science Education, Student Evaluation, College Students, Introductory Courses
Chen, Chen; Jeckel, Stuart; Sonnert, Gerhard; Sadler, Philip M. – International Journal of Computer Science Education in Schools, 2019
This study examines the relationship between students' pre-college experience with computers and their later success in introductory computer science classes in college. Data were drawn from a nationally representative sample of 10,197 students enrolled in computer science at 118 colleges and universities in the United States. We found that…
Descriptors: Computer Science Education, Programming, Academic Achievement, College Students
Chen, Chen; Haduong, Paulina; Brennan, Karen A.; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2017
The impact of a novice programmer's first language on their subsequent achievement in further computing education has been the subject of much study in the field of computer science education. Our research is a retrospective study of more than 10,000 undergraduate students enrolled in CS1 (introduction to computer programming) from 118 US college…
Descriptors: Undergraduate Students, Computer Science Education, Novices, Programming
Aleksic, Veljko; Ivanovic, Mirjana – Informatics in Education, 2016
Programming is one of the basic subjects in most informatics, computer science mathematics and technical faculties' curricula. Integrated overview of the models for teaching programming, problems in teaching and suggested solutions were presented in this paper. Research covered current state of 1019 programming subjects in 715 study programmes at…
Descriptors: Foreign Countries, Programming, Computer Science Education, Introductory Courses
Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
LópezLeiva, Carlos A.; Noriega, Gabino; Celedón-Pattichis, Sylvia; Pattichis, Marios S. – Teachers College Record, 2022
Background/Context: Computer programming is rarely accessible to K-12 students, especially for those from culturally and linguistically diverse backgrounds. Middle school age is a transitioning time when adolescents are more likely to make long-term decisions regarding their academic choices and interests. Having access to productive and positive…
Descriptors: Hispanic American Students, Student Experience, Mathematics Education, Programming
Sankaran, Siva; Sankaran, Kris; Bui, Tung – Decision Sciences Journal of Innovative Education, 2023
Applying Herzberg's motivation-hygiene theory, we studied the determinants of student satisfaction in using R in a Decision Support Systems course that previously used Excel to teach Data Mining and Business Analytics (DMBA). The course is a degree requirement, and prior programming experience is not a prerequisite. We hypothesized that motivators…
Descriptors: Data Analysis, Programming Languages, Student Attitudes, Computer Science Education
Humble, Niklas – Education and Information Technologies, 2023
Due to increased need of professionals on the future labour market with competence in programming, many countries have integrated programming in kindergarten to grade 12 (K-12) education. In 2017, programming was integrated in Swedish primary and secondary school curriculum and the courses of Mathematics and Technology. Research has highlighted…
Descriptors: Secondary School Students, Mathematics Instruction, Programming, Teaching Methods
Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education

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