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Mohammed Nazel Alshammari; Wendy Yánez-Pazmino; Carlos Mera-Gómez; Rami Bahsoon – ACM Transactions on Computing Education, 2025
Background: In agile software engineering team projects, effective collaboration and communication between members are essential for promoting agility and lean software development. Agile methodologies, which emphasize iterative development, collaboration and adaptability, are well suited to dynamic educational environments. However, agile teams…
Descriptors: Computer Software, Productivity, Computer Science Education, Cooperative Learning
Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities
Sonia Lorente; Mónica Arnal-Palacián; Maximiliano Paredes-Velasco – European Journal of Psychology of Education, 2024
The European Higher Education Area (EHEA) proposes to enhance active learning and student protagonism in order to improve academic performance. In this sense, different methodologies are emerging to create scenarios for self-regulation of their learning. In this study the cooperative, collaborative and interdisciplinary learning methodologies were…
Descriptors: Cooperative Learning, Interdisciplinary Approach, Computer Software, Universities
Cleo Schulten; Irene-Angelica Chounta – Education and Information Technologies, 2024
This paper presents an analysis of the current research landscape around hackathons and hackathon-like events as opportunities and means for learning. In particular, we aimed to explore how hackathon-like events are utilized to promote learning, what systematic approaches are used to orchestrate learning in such events, and to what extent…
Descriptors: Literature Reviews, Computer Science, Cooperative Learning, Group Activities
Magana, Alejandra J.; Amuah, Theodora; Aggrawal, Sakhi; Patel, Devang A. – International Journal of STEM Education, 2023
Background: Effectively facilitating teamwork experiences, particularly in the context of large-size courses, is difficult to implement. This study seeks to address the challenges of implementing effective teamwork experiences in large courses. This study integrated teamwork pedagogy to facilitate a semester-long project in the context of a…
Descriptors: Teamwork, Group Dynamics, Cooperative Learning, Large Group Instruction
Georgia M. Kapitsaki – IEEE Transactions on Education, 2024
Contribution: Reporting of students' view on the use of preparatory sprint and virtual meetings, as well as on the workload effort in combination with coding artifacts in a Scrum-variant project-based course. Background: Scrum has been adopted to a large extent in Software Engineering (SE) courses. Relevant aspects have been examined in the…
Descriptors: College Faculty, College Students, Computer Software, Programming
Mehta, Neha; Bist, Siddarth Singh; Shah, Priya – Higher Education, Skills and Work-based Learning, 2022
Purpose: With past studies indicating a lack of skill development in engineering education, there is a need for new pedagogical tools that are application and skill-oriented. Hackathons are widely accepted in the corporate world, in the engineering domain for skill development and recruitment but have not gained acceptance in mainstream…
Descriptors: Engineering Education, Teachers, Computer Software, Teacher Attitudes
M. V. Lubarda; A. M. Phan; C. Schurgers; N. Delson; M. Ghazinejad; S. Baghdadchi; M. Minnes; M. Kim; C. Pilegard; J. Relaford-Doyle; C. L. Sandoval; H. Qi – Computer Science Education, 2025
Background and context: Pair programming and oral exams were deployed in tandem in a remote undergraduate computer programming course to promote social interaction and enhance learning. Objectives: We investigate their impact on social interactions, sense of connection, academic performance, and academic integrity within a virtual learning…
Descriptors: Distance Education, Undergraduate Students, Integrity, Computer Science Education
Frydenberg, Mark – Information Systems Education Journal, 2023
The Internet of Things (IoT) is a network of objects that can exchange data with other devices also connected to the Internet. One of the most common consumer examples of IoT is home automation, as a variety of smart devices, including doorbells, lightbulbs, thermostats, and refrigerators are now available which users can control remotely using…
Descriptors: Internet, Computer Software, Automation, Information Technology
Zhanxia Yang; Marina Bers – Computer Science Education, 2024
Background and Context: Historically, women have been underrepresented in computer science. To address this gender gap, researchers advocate for high-quality computer science programs for early childhood. Objectives: This study examines gender differences in coding performance before and after implementing a 24-lesson visual programming curriculum…
Descriptors: Gender Differences, Grade 1, Elementary School Students, Programming
Aleksandar Milenkovic; Nemanja Vucicevic – International Electronic Journal of Mathematics Education, 2024
The contents of calculus, known for their complexity, present significant challenges for students, particularly in mastering multiple integrals and effectively visualizing related concepts. The transition to distance learning prompted by the COVID-19 pandemic has further complicated the learning process in multiple integrals. In line with this and…
Descriptors: Mathematics Instruction, Mathematics Achievement, Calculus, COVID-19
Sharman, Jonathan; Acemyan, Claudia Ziegler; Kortum, Philip; Wallach, Dan – International Journal of Computer Science Education in Schools, 2021
Software security is inevitably dependent on developers' ability to to design and implement software without security bugs. Perhaps unsurprisingly, developers often fail to do this. Our goal is to understand this from a usability perspective, identifying how we might best train developers and equip them with the right software tools. To this end,…
Descriptors: Teaching Methods, Computer Science Education, Undergraduate Students, Computer Software
Kumar, Vishesh; Tissenbaum, Mike – British Journal of Educational Technology, 2022
This paper presents an implementation of Connected Spaces (CxS)--an ambient help seeking interface designed and developed for a project-based computing classroom. We use actor network theory (ANT) to provide an underutilized posthumanist lens to understand the creation of collaborative connections in this Computational Action-based implementation.…
Descriptors: Social Behavior, Cooperative Learning, Student Projects, Active Learning
Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
Marco Zappatore – Technology, Knowledge and Learning, 2024
This research aims to address the current gaps in computer-assisted translation (CAT) courses offered in bachelor's and master's programmes in scientific and technical translation (STT). A multi-framework course design methodology is proposed to support CAT teachers from the computer engineering field, improve student engagement, and promote…
Descriptors: Translation, Computational Linguistics, Computer Software, Language Skills

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