computer science education journal: Computer Science Education Research Sally Fincher, Marian Petre, 2005-09-26 This book provides an overview of how to approach computer science education research from a pragmatic perspective. It represents the diversity of traditions and approaches inherent in this interdisciplinary area, while also providing a structure within which to make sense of that diversity. It provides multiple 'entry points'- to literature, to me |
computer science education journal: The Cambridge Handbook of Computing Education Research Sally A. Fincher, Anthony V. Robins, 2019-02-13 This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry. |
computer science education journal: Guide to Teaching Computer Science Orit Hazzan, Tami Lapidot, Noa Ragonis, 2015-01-07 This textbook presents both a conceptual framework and detailed implementation guidelines for computer science (CS) teaching. Updated with the latest teaching approaches and trends, and expanded with new learning activities, the content of this new edition is clearly written and structured to be applicable to all levels of CS education and for any teaching organization. Features: provides 110 detailed learning activities; reviews curriculum and cross-curriculum topics in CS; explores the benefits of CS education research; describes strategies for cultivating problem-solving skills, for assessing learning processes, and for dealing with pupils’ misunderstandings; proposes active-learning-based classroom teaching methods, including lab-based teaching; discusses various types of questions that a CS instructor or trainer can use for a range of teaching situations; investigates thoroughly issues of lesson planning and course design; examines the first field teaching experiences gained by CS teachers. |
computer science education journal: Computer Science Education Sue Sentance, Erik Barendsen, Nicol R. Howard, Carsten Schulte, 2023-02-23 Drawing together the most up-to-date research from experts all across the world, the second edition of Computer Science Education offers the most up-to-date coverage available on this developing subject, ideal for building confidence of new pre-service and in-service educators teaching a new discipline. It provides an international overview of key concepts, pedagogical approaches and assessment practices. Highlights of the second edition include: - New sections on machine learning and data-driven (epistemic) programming - A new focus on equity and inclusion in computer science education - Chapters updated throughout, including a revised chapter on relating ethical and societal aspects to knowledge-rich aspects of computer science education - A new set of chapters on the learning of programming, including design, pedagogy and misconceptions - A chapter on the way we use language in the computer science classroom. The book is structured to support the reader with chapter outlines, synopses and key points. Explanations of key concepts, real-life examples and reflective points keep the theory grounded in classroom practice. The book is accompanied by a companion website, including online summaries for each chapter, 3-minute video summaries by each author and an archived chapter on taxonomies and competencies from the first edition. |
computer science education journal: Computational Thinking Education Siu-Cheung Kong, Harold Abelson, 2019-07-04 This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry. |
computer science education journal: Handbook of Research on Equity in Computer Science in P-16 Education Keengwe, Jared, Tran, Yune, 2020-11-13 The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students. |
computer science education journal: Cooperative/Collaborative Learning Robyn M. Gillies, 2022-01-26 This book brings together a diverse range of international scholars to highlight recent developments in research on collaborative learning. The emphasis is on research that has a strong evidence base for the work that is presented and includes empirical studies, best evidence synthesis of the relevant research, case studies, and theoretical reports. It also highlights how different technologies have been used to facilitate group interaction, dialogue, and learning. There is much to be gained by sharing and learning about what happens in different disciplines and contexts and how different collaborative pedagogies can be implemented when needed to promote understanding and learning. This book will have strong appeal to pre-service and experienced teachers and researchers who are interested in how different collaborative pedagogies can be embedded in course curricula to promote student engagement and learning. |
computer science education journal: Computational Thinking Education in K-12 Siu-Cheung Kong, Harold Abelson, 2022-05-03 A guide to computational thinking education, with a focus on artificial intelligence literacy and the integration of computing and physical objects. Computing has become an essential part of today’s primary and secondary school curricula. In recent years, K–12 computer education has shifted from computer science itself to the broader perspective of computational thinking (CT), which is less about technology than a way of thinking and solving problems—“a fundamental skill for everyone, not just computer scientists,” in the words of Jeanette Wing, author of a foundational article on CT. This volume introduces a variety of approaches to CT in K–12 education, offering a wide range of international perspectives that focus on artificial intelligence (AI) literacy and the integration of computing and physical objects. The book first offers an overview of CT and its importance in K–12 education, covering such topics as the rationale for teaching CT; programming as a general problem-solving skill; and the “phenomenon-based learning” approach. It then addresses the educational implications of the explosion in AI research, discussing, among other things, the importance of teaching children to be conscientious designers and consumers of AI. Finally, the book examines the increasing influence of physical devices in CT education, considering the learning opportunities offered by robotics. Contributors Harold Abelson, Cynthia Breazeal, Karen Brennan, Michael E. Caspersen, Christian Dindler, Daniella DiPaola, Nardie Fanchamps, Christina Gardner-McCune, Mark Guzdial, Kai Hakkarainen, Fredrik Heintz, Paul Hennissen, H. Ulrich Hoppe, Ole Sejer Iversen, Siu-Cheung Kong, Wai-Ying Kwok, Sven Manske, Jesús Moreno-León, Blakeley H. Payne, Sini Riikonen, Gregorio Robles, Marcos Román-González, Pirita Seitamaa-Hakkarainen, Ju-Ling Shih, Pasi Silander, Lou Slangen, Rachel Charlotte Smith, Marcus Specht, Florence R. Sullivan, David S. Touretzky |
computer science education journal: Advances in Computer Science for Engineering and Education III Zhengbing Hu, Sergey Petoukhov, Ivan Dychka, Matthew He, 2020-08-05 This book comprises high-quality refereed research papers presented at the Third International Conference on Computer Science, Engineering and Education Applications (ICCSEEA2020), held in Kyiv, Ukraine, on 21–22 January 2020, organized jointly by National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”, National Aviation University, and the International Research Association of Modern Education and Computer Science. The topics discussed in the book include state-of-the-art papers in computer science, artificial intelligence, engineering techniques, genetic coding systems, deep learning with its medical applications, and knowledge representation with its applications in education. It is an excellent source of references for researchers, graduate students, engineers, management practitioners, and undergraduate students interested in computer science and their applications in engineering and education. |
computer science education journal: A Framework for K-12 Science Education National Research Council, Division of Behavioral and Social Sciences and Education, Board on Science Education, Committee on a Conceptual Framework for New K-12 Science Education Standards, 2012-02-28 Science, engineering, and technology permeate nearly every facet of modern life and hold the key to solving many of humanity's most pressing current and future challenges. The United States' position in the global economy is declining, in part because U.S. workers lack fundamental knowledge in these fields. To address the critical issues of U.S. competitiveness and to better prepare the workforce, A Framework for K-12 Science Education proposes a new approach to K-12 science education that will capture students' interest and provide them with the necessary foundational knowledge in the field. A Framework for K-12 Science Education outlines a broad set of expectations for students in science and engineering in grades K-12. These expectations will inform the development of new standards for K-12 science education and, subsequently, revisions to curriculum, instruction, assessment, and professional development for educators. This book identifies three dimensions that convey the core ideas and practices around which science and engineering education in these grades should be built. These three dimensions are: crosscutting concepts that unify the study of science through their common application across science and engineering; scientific and engineering practices; and disciplinary core ideas in the physical sciences, life sciences, and earth and space sciences and for engineering, technology, and the applications of science. The overarching goal is for all high school graduates to have sufficient knowledge of science and engineering to engage in public discussions on science-related issues, be careful consumers of scientific and technical information, and enter the careers of their choice. A Framework for K-12 Science Education is the first step in a process that can inform state-level decisions and achieve a research-grounded basis for improving science instruction and learning across the country. The book will guide standards developers, teachers, curriculum designers, assessment developers, state and district science administrators, and educators who teach science in informal environments. |
computer science education journal: Computer Science and Engineering Education for Pre-collegiate Students and Teachers Andrea Burrows, 2019-06-11 Now more than ever, as a worldwide STEM community, we need to know what pre-collegiate teachers and students explore, learn, and implement in relation to computer science and engineering education. As computer science and engineering education are not always “stand-alone” courses in pre-collegiate schools, how are pre-collegiate teachers and students learning about these topics? How can these subjects be integrated? Explore six articles in this book that directly relate to the currently hot topics of computer science and engineering education as they tie into pre-collegiate science, technology, and mathematics realms. There is a systematic review article to set the stage of the problem. Following this overview are two teacher-focused articles on professional development in computer science and entrepreneurship venture training. The final three articles focus on varying levels of student work including pre-collegiate secondary students’ exploration of engineering design technology, future science teachers’ (collegiate students) perceptions of engineering, and pre-collegiate future engineers’ exploration of environmental radioactivity. All six articles speak to computer science and engineering education in pre-collegiate forums, but blend into the collegiate world for a look at what all audiences can bring to the conversation about these topics. |
computer science education journal: Assessing and Responding to the Growth of Computer Science Undergraduate Enrollments National Academies of Sciences, Engineering, and Medicine, Division on Engineering and Physical Sciences, Computer Science and Telecommunications Board, Policy and Global Affairs, Board on Higher Education and Workforce, Committee on the Growth of Computer Science Undergraduate Enrollments, 2018-04-28 The field of computer science (CS) is currently experiencing a surge in undergraduate degree production and course enrollments, which is straining program resources at many institutions and causing concern among faculty and administrators about how best to respond to the rapidly growing demand. There is also significant interest about what this growth will mean for the future of CS programs, the role of computer science in academic institutions, the field as a whole, and U.S. society more broadly. Assessing and Responding to the Growth of Computer Science Undergraduate Enrollments seeks to provide a better understanding of the current trends in computing enrollments in the context of past trends. It examines drivers of the current enrollment surge, relationships between the surge and current and potential gains in diversity in the field, and the potential impacts of responses to the increased demand for computing in higher education, and it considers the likely effects of those responses on students, faculty, and institutions. This report provides recommendations for what institutions of higher education, government agencies, and the private sector can do to respond to the surge and plan for a strong and sustainable future for the field of CS in general, the health of the institutions of higher education, and the prosperity of the nation. |
computer science education journal: Digital Game-Based Learning Marc Prensky, 2007-03-01 Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers. |
computer science education journal: Computer Science Education in the 21st Century Tony Greening, 2012-12-06 The world is experiencing unprecedented rapidity of change, originating from pervasive technological developments. This book considers the effects of such rapid change from within computing disciplines, by allowing computing educationalists to deliver a considered verdict on the future of their discipline. The targeted future, the year 2020, was chosen to be distant enough to encourage authors to risk being visionary, while being close enough to ensure some anchorage to reality. The result is a scholarly set of contributions expressing the visions, hopes, concerns, predictions and analyses of trends for the future. |
computer science education journal: Connected Code Yasmin B. Kafai, Quinn Burke, 2016-09-02 Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of “computational participation” better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital “making.” Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles. |
computer science education journal: Ancestral Knowledge Meets Computer Science Education Cueponcaxochitl D. Moreno Sandoval, 2019-03-25 This book illustrates a pathway for knowledge production to benefit from interweaving the seemingly disparate historical experiences of Indigenous Peoples and computer science education. The resulting practice of ancestral computing for sustainability holds the power to mitigate the destructive forces of the field, while extending the potential of traditionally underserved and unheard populations. Reimagining the field of computer science, interwoven with traditional lifeways, presents compelling new discoveries in research and harnesses the rich tapestries that are Indigenous populations. Returning healthy lifeways to a center stage long-occupied by tightly controlled, Eurocentric learning methods opens worlds of opportunity that have felt lost to time. |
computer science education journal: Report of a Workshop on the Scope and Nature of Computational Thinking National Research Council, Division on Engineering and Physical Sciences, Computer Science and Telecommunications Board, Committee for the Workshops on Computational Thinking, 2010-04-20 Report of a Workshop on the Scope and Nature of Computational Thinking presents a number of perspectives on the definition and applicability of computational thinking. For example, one idea expressed during the workshop is that computational thinking is a fundamental analytical skill that everyone can use to help solve problems, design systems, and understand human behavior, making it useful in a number of fields. Supporters of this viewpoint believe that computational thinking is comparable to the linguistic, mathematical and logical reasoning taught to all children. Various efforts have been made to introduce K-12 students to the most basic and essential computational concepts and college curricula have tried to provide a basis for life-long learning of increasingly new and advanced computational concepts and technologies. At both ends of this spectrum, however, most efforts have not focused on fundamental concepts. The book discusses what some of those fundamental concepts might be. Report of a Workshop on the Scope and Nature of Computational Thinking explores the idea that as the use of computational devices is becoming increasingly widespread, computational thinking skills should be promulgated more broadly. The book is an excellent resource for professionals in a wide range of fields including educators and scientists. |
computer science education journal: Past, Present and Future of Computing Education Research Mikko Apiola, Sonsoles López-Pernas, Mohammed Saqr, 2023-04-17 This book presents a collection of meta-studies, reviews, and scientometric analyses that together reveal a fresh picture about the past, present, and future of computing education research (CER) as a field of science. The book begins with three chapters that discuss and summarise meta-research about the foundations of CER, its disciplinary identity, and use of research methodologies and theories. Based on this, the book proceeds with several scientometric analyses, which explore authors and their collaboration networks, dissemination practices, international collaboration, and shifts in research focus over the years. Analyses of dissemination are deepened in two chapters that focus on some of the most influential publication venues of CER. The book also contains a series of country-, or region-level analyses, including chapters that focus on the evolution of CER in the Baltic Region, Finland, Australasia, Israel, and in the UK & Ireland. Two chapters present case studies of influential CER initiatives in Sweden and Namibia. This book also includes chapters that focus on CER conducted at school level, and cover crucially important issues such as technology ethics, algorithmic bias, and their implications for CER.In all, this book contributes to building an understanding of the past, present and future of CER. This book also contributes new practical guidelines, highlights topical areas of research, shows who to connect with, where to publish, and gives ideas of innovative research niches. The book takes a unique methodological approach by presenting a combination of meta-studies, scientometric analyses of publication metadata, and large-scale studies about the evolution of CER in different geographical regions. This book is intended for educational practitioners, researchers, students, and anyone interested in CER. This book was written in collaboration with some of the leading experts of the field. |
computer science education journal: Teaching Computational Thinking Maureen D. Neumann, Lisa Dion, 2021-12-21 A guide for educators to incorporate computational thinking—a set of cognitive skills applied to problem solving—into a broad range of subjects. Computational thinking—a set of mental and cognitive tools applied to problem solving—is a fundamental skill that all of us (and not just computer scientists) draw on. Educators have found that computational thinking enhances learning across a range of subjects and reinforces students’ abilities in reading, writing, and arithmetic. This book offers a guide for incorporating computational thinking into middle school and high school classrooms, presenting a series of activities, projects, and tasks that employ a range of pedagogical practices and cross a variety of content areas. As students problem solve, communicate, persevere, work as a team, and learn from mistakes, they develop a concrete understanding of the abstract principles used in computer science to create code and other digital artifacts. The book guides students and teachers to integrate computer programming with visual art and geometry, generating abstract expressionist–style images; construct topological graphs that represent the relationships between characters in such literary works as Harry Potter and the Sorcerer’s Stone and Romeo and Juliet; apply Newtonian physics to the creation of computer games; and locate, analyze, and present empirical data relevant to social and political issues. Finally, the book lists a variety of classroom resources, including the programming languages Scratch (free to all) and Codesters (free to teachers). An accompanying website contains the executable programs used in the book’s activities. |
computer science education journal: Improving Computer Science Education Djordje M. Kadijevich, Charoula Angeli, Carsten Schulte, 2013 This title examines suitable theoretical frameworks for conceptualizing teaching and learning computer science. The book provides numerous examples of practical, 'real world' applications of major computer science information topics, such as spreadsheets, databases, and programming. |
computer science education journal: Game Engine Architecture, Third Edition Jason Gregory, 2018-07-20 In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. |
computer science education journal: Computers in Education Ganelon Metivier, 2020 Computers in Education: Trends, Applications and Challenges summarizes various reactions to school closure due to COVID-19, particularly focusing on the digitization of education, government, schools, and the private sector. The authors aim to demonstrate connections that exist between the notion of technology immune-technology enabled mathematics problem-solving pedagogy and the theory of instrumental genesis. This theory has been used by educational researchers to demonstrate the modern-day pedagogical appropriation of an artifact as a material object. The development, implementation and evaluation of a mixed-mode delivery method involving a well-designed user interface and mobile learning applications is discussed. The concluding study presents some implementations of Newton-Cotes integration methods to nonlinear 2D integrals with a new calculator: TWOD integral calculator designed with the help of Matlab Graphical User Interface-- |
computer science education journal: Game Engine Architecture Jason Gregory, 2017-03-27 Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field. |
computer science education journal: Computers and the World of the Future Martin Greenberger, Massachusetts Institute of Technology. School of Industrial Management, 1964 Writers including Vannevar Bush and Herbert A. Simon discuss the impact of the computer in its first twenty years. Writers discuss the extraordinary growth of the computer in its first twenty years and its use in fields as diverse as medicine and economics, management and physics. Employed in areas once thought to be exclusively the province of the human mind, the computer rendered profound changes in the traditional ways and means of decision making. Contributors C.P. Snow, Walter A. Rosenblith, Norbert Wiener, Vannevar Bush, Herbert A. Simon, Howard W. Johnson, Marvin L. Minsky, Peter Elias, J. C. R. Licklider, Elting E. Morison, Philip M. Morse, Jay W. Forrester, Grace M. Hopper, Alan J. Perlis, John R. Pierce, Robert C. Sprague, Claude E. Shannon, Charles C. Holt, John G. Kemeny, Donald J. Marquis, Gene M. Amdahl, Sidney S. Alexander, Robert M. Fano, and others |
computer science education journal: Computational Science and Its Applications - ICCSA 2008 Osvaldo Gervasi, Beniamino Murgante, Antonio Laganà, Youngsong Mun, David Taniar, 2008-06-24 The two-volume set LNCS 5072 and 5073 constitutes the refereed proceedings of the International Conference on Computational Science and Its Applications, ICCSA 2008, held in Perugia, Italy, in June/July, 2008. The two volumes contain papers presenting a wealth of original research results in the field of computational science, from foundational issues in computer science and mathematics to advanced applications in virtually all sciences making use of computational techniques. The topics of the fully refereed papers are structured according to the five major conference themes: computational methods, algorithms and scientific applications, high performance technical computing and networks, advanced and emerging applications, geometric modelling, graphics and visualization, as well as information systems and information technologies. Moreover, submissions from more than 20 workshops and technical sessions in the areas, such as embedded systems, geographical analysis, computational geometry, computational geomatics, computer graphics, virtual reality, computer modeling, computer algebra, mobile communications, wireless networks, computational forensics, data storage, information security, web learning, software engineering, computational intelligence, digital security, biometrics, molecular structures, material design, ubiquitous computing, symbolic computations, web systems and intelligence, and e-education contribute to this publication. |
computer science education journal: Theoretical and Practical Teaching Strategies for K-12 Science Education in the Digital Age Trumble, Jason, Asim, Sumreen, Ellis, Joshua, Slykhuis, David, 2023-01-17 Digital age learners come to the science classroom equipped with a wide range of skills and a wealth of information at their fingertips. Although science and technology have enjoyed a symbiotic relationship, the ubiquity of information technologies requires teachers to modify instruction and experiences for K-12 science learners. Environmental and societal changes have impacted how and when students acquire and synthesize knowledge. These changes compel us to modify and adjust to improve the practice of teaching science to meet the unique needs of students who are growing up in a society dominated by connected digital devices, constant communication, and the ubiquity of information. Theoretical and Practical Teaching Strategies for K-12 Science Education in the Digital Age disseminates theory-informed practices for science teachers that increase their instructional effectiveness in teaching digital age learners. It communicates how to increase science educators understandings of the needs of digital age learners, develops theoretical and practical teaching strategies that align with science content, and integrates technologies for learning with fidelity. Covering topics such as design-based inclusive science, project-based learning, and science instruction, this premier reference source is an excellent resource for administrators and science educators within K-12 education, pre-service teachers, teacher educators, librarians, researchers, and academicians. |
computer science education journal: Programming and Computational Thinking in Technology Education , 2023-10-09 In the last decade, programming and computational thinking (CT) have been introduced on a large scale in school curricula and standards all over the world. In countries such as the UK, a new school subject—computing—was created, whereas in countries such as Sweden, programming was included in existing subjects, notably mathematics and technology education. The introduction of programming and CT in technology education implies a particular relationship between programming and technology. Programming is usually performed with technological artefacts—various types of computers—and it can also be seen as a specific branch of engineering. This book analyses the background to and current implementation of programming and computational thinking in a Swedish school technology context, in relation to international developments. The various chapters deal with pertinent issues in technology education and its relation to computers and computing, for example, computational thinking and literacy, teachers’ programming competence, and computational thinking, programming, and learning in technology education. The book includes examples from educational research that could also be used as inspiration for school teaching, teacher education and curriculum development. |
computer science education journal: Computational Thinking in Education Aman Yadav, Ulf Dalvad Berthelsen, 2021-11-22 Computational Thinking in Education explores the relevance of computational thinking in primary and secondary education. As today’s school-aged students prepare to live and work in a thoroughly digitized world, computer science is providing a wealth of new learning concepts and opportunities across domains. This book offers a comprehensive overview of computational thinking, its history, implications for equity and inclusion, analyses of competencies in practice, and integration into learning, instruction, and assessment through scaffolded teacher education. Computer science education faculty and pre- and in-service educators will find a fresh pedagogical approach to computational thinking in primary and secondary classrooms. |
computer science education journal: STEM in Early Childhood Education Lynn E. Cohen, Sandra Waite-Stupiansky, 2019-07-12 Bringing together a diverse cohort of experts, STEM in Early Childhood Education explores the ways STEM can be integrated into early childhood curricula, highlighting recent research and innovations in the field, and implications for both practice and policy. Based on the argument that high-quality STEM education needs to start early, this book emphasizes that early childhood education must include science, technology, engineering, and mathematics in developmentally appropriate ways based on the latest research and theories. Experienced chapter authors address the theoretical underpinnings of teaching STEM in the early years, while contextualizing these ideas for the real world using illustrative examples from the classroom. This cutting-edge collection also looks beyond the classroom to how STEM learning can be facilitated in museums, nature-based learning outdoors, and after-school programs. STEM in Early Childhood Education is an excellent resource for aspiring and veteran educators alike, exploring the latest research, providing inspiration, and advancing best practices for teaching STEM in the early years. |
computer science education journal: Proceedings of the 9th Mathematics, Science, and Computer Science Education International Seminar (MSCEIS 2023) Fitri Khoerunnisa, 2024 |
computer science education journal: Preparing Pre-Service Teachers to Teach Computer Science Aman Yadav, Chrystalla Mouza, Anne Ottenbreit-Leftwich, 2021-05-01 Computer science has emerged as a key driver of innovation in the 21st century. Yet preparing teachers to teach computer science or integrate computer science content into K-12 curricula remains an enormous challenge. Recent policy reports have suggested the need to prepare future teachers to teach computer science through pre-service teacher education programs. In order to prepare a generation of teachers who are capable of delivering computer science to students, however, the field must identify research-based examples, pedagogical strategies, and policies that can facilitate changes in teacher knowledge and practices. The purpose of this book is to provide examples that could help guide the design and delivery of effective teacher preparation on the teaching of computer science. This book identifies promising pathways, pedagogical strategies, and policies that will help teacher education faculty and pre-service teachers infuse computer science content into their curricula as well as teach stand-alone computing courses. Specifically, the book focuses on pedagogical practices for developing and assessing pre-service teacher knowledge of computer science, course design models for pre-service teachers, and discussion of policies that can support the teaching of computer science. The primary audience of the book is students and faculty in educational technology, educational or cognitive psychology, learning theory, teacher education, curriculum and instruction, computer science, instructional systems, and learning sciences. |
computer science education journal: Visualization: Theory and Practice in Science Education John K. Gilbert, Miriam Reiner, Mary Nakhleh, 2007-12-05 External representations (pictures, diagrams, graphs, concrete models) have always been valuable tools for the science teacher. This book brings together the insights of practicing scientists, science education researchers, computer specialists, and cognitive scientists, to produce a coherent overview. It links presentations about cognitive theory, its implications for science curriculum design, and for learning and teaching in classrooms and laboratories. |
computer science education journal: Exploring Multimodal Composition and Digital Writing Ferdig, Richard E., 2013-07-31 While traditional writing is typically understood as a language based on the combination of words, phrases, and sentences to communicate meaning, modern technologies have led educators to reevaluate the notion that writing is restricted to this definition. Exploring Multimodal Composition and Digital Writing investigates the use of digital technologies to create multi-media documents that utilize video, audio, and web-based elements to further written communication beyond what can be accomplished by words alone. Educators, scholars, researchers, and professionals will use this critical resource to explore theoretical and empirical developments in the creation of digital and multimodal documents throughout the education system. |
computer science education journal: Learning Science Through Computer Games and Simulations National Research Council, Division of Behavioral and Social Sciences and Education, Board on Science Education, Committee on Science Learning: Computer Games, Simulations, and Education, 2011-04-12 At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate. |
computer science education journal: New Directions in Higher Education R. Nata, 2005 Higher education is a complex package of issues which never seems to leave the limelight. The primary wedge issues are tuition cost, access, accountability, financial aid, government funding, sports and their place within higher education, academic results, societal gains as a whole in terms of international competition, and continuing education. This new book examines new directions in this ever-changing, vital and controversial field which has a profound effect on society. |
computer science education journal: Enhancing Learning Through the Scholarship of Teaching and Learning Kathleen McKinney, 2010-01-22 The Challenges and Joys of Juggling There has been growing demand for workshops and materials to help those in higher education conduct and use the scholarship of teaching and learning. This book offers advice on how to do, share, and apply SoTL work to improve student learning and development. Written for college-level faculty members as well as faculty developers, administrators, academic staff, and graduate students, this book will also help undergraduate students collaborating with faculty on SoTL projects. Though targeted at those new to the field of SoTL, more seasoned SoTL researchers and those attempting to support SoTL efforts will find the book valuable. It can be used as an individual reading, a shared reading in SoTL writing circles, a resource in workshops on SoTL, and a text in seminars on teaching. Contents include: Defining SoTL The functions, value, rewards, and standards for SoTL work Working with colleagues, involving students, writing grants, integrating SoTL into your professional life, and finding useful resources Practical and ethical issues associated with SoTL work Making your SoTL public and documenting your work The status of SoTL in disciplinary and institutional contexts Applying the goals of SoTL to enhance student learning and development. |
computer science education journal: Everything You Need to Ace Computer Science and Coding in One Big Fat Notebook Workman Publishing, 2020-04-28 From the editors of Brain Quest, America’s #1 educational bestseller! This Big Fat Notebook makes it all “sink in” with key concepts, mnemonic devices, definitions, diagrams, and doodles to help you understand computer science. Including: Computing systems Binary code Algorithms Computational thinking Loops, events, and procedures Programming in Scratch and Python Boolean Expressions Web development Cybersecurity HTML CSS …and more! The Big Fat Notebook series is built on a simple and irresistible conceit—borrowing the notes from the smartest kid in class. Each book in the series meets Common Core State Standards, Next Generation Science Standards, and state history standards, and are vetted by National and State Teacher of the Year Award–winning teachers. They make learning fun and are the perfect next step for every kid who grew up on Brain Quest. |
computer science education journal: 10 Mindframes for Visible Learning John Hattie, Klaus Zierer, 2017-12-06 The original Visible Learning research concluded that one of the most important influencers of student achievement is how teachers think about learning and their own role. In Ten Mindframes for Visible Learning, John Hattie and Klaus Zierer define the ten behaviors or mindframes that teachers need to adopt in order to maximize student success. These include: thinking of and evaluating your impact on students’ learning; the importance of assessment and feedback for teachers; working collaboratively and the sense of community; the notion that learning needs to be challenging; engaging in dialogue and the correct balance between talking and listening; conveying the success criteria to learners; building positive relationships. These powerful mindframes, which should underpin every action in schools, are founded on the principle that teachers are evaluators, change agents, learning experts, and seekers of feedback who are constantly engaged with dialogue and challenge. This practical guide, which includes questionnaires, scenarios, checklists, and exercises, will show any school exactly how to implement Hattie’s mindframes to maximize success. |
computer science education journal: International Handbook of Engineering Education Research Aditya Johri, 2023-05-23 This comprehensive handbook offers a broad overview of contemporary research on engineering education and its practical application. Over the past two decades, the field of engineering education research (EER) has become a vibrant and impactful community with new journals, conferences, and doctoral and research programs established across the globe. The increased interest in this area has helped improve the education and training of the next generation of engineers, as well as supporting growth in the use of technology for teaching and learning, increased attention to broadening participation, diversity and inclusion in the field, and a wide international expansion of the field. Drawing on the work of 100 expert contributors from over 20 countries, this volume covers both emergent and established areas of research within engineering education, giving voice to newcomers to the field as well as perspectives from established experts. Contents include: Sociocognitive and affective perspectives on engineering education. Technology and online learning in engineering education. Cultural and ethical issues including diversity, equity, and inclusion in engineering education. Curriculum design, teaching practices, and teacher education at all levels. Research methods and assessment in engineering education. This book offers an innovative and in-depth overview of engineering education scholarship and practice, which will be of use to researchers in engineering education, engineering educators and faculty, teacher educators in engineering education or STEM education, and other engineering and STEM-related professional organizations. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license. |
computer science education journal: Teaching Computational Thinking and Coding to Young Children Bers, Marina, 2021-06-25 Computational thinking is a lifelong skill important for succeeding in careers and life. Students especially need to acquire this skill while in school as it can assist with solving a number of complex problems that arise later in life. Therefore, the importance of teaching computational thinking and coding in early education is paramount for fostering problem-solving and creativity. Teaching Computational Thinking and Coding to Young Children discusses the importance of teaching computational thinking and coding in early education. The book focuses on interdisciplinary connections between computational thinking and other areas of study, assessment methods for computational thinking, and different contexts in which computational thinking plays out. Covering topics such as programming, computational thinking assessment, computational expression, and coding, this book is essential for elementary and middle school teachers, early childhood educators, administrators, instructional designers, curricula developers, educational software developers, researchers, educators, academicians, and students in computer science, education, computational thinking, and early childhood education. |
International Journal of Computer Science Education in …
International Journal of Computer Science Education in Schools, April 2019, Vol. 3, No. 1 ISSN 2513-8359 4 computational practices (Sáez-López et al., 2016), there is a scarcity of studies …
Facilitating Mathematics and Computer Science Connections: …
We provide a narrative account of our early work in using this theoretical framework to co-plan and enact interdisciplinary mathematics and computer science (CS) tasks with a team of …
Game-based learning in computer science education: a …
Using games in education has the potential to increase students’ motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in …
Teaching Methods for Computer Science Education in the …
computer science education (Journal of Educational Computing Research, Computer Science Education, ACM Transaction on Computing Education, Special Interest Group Computer …
Instructional Methods to Computer Science Education as …
especially predestined for computer science education: Problem-based learning, learning tasks, discovery learning, computer simulation, project work and direct instruction.
Culturally relevant and responsive pedagogy in computing:
The current paper used a Quick Scoping Review methodology to identify research that has implemented and evaluated culturally responsive and relevant K-12 computing curricula, and …
International Trends in K–12 Computer Science Curricula …
This study targeted 10 countries that had already introduced computer science education in K-12. The purpose of the research is to show international trends in K–12 computer science …
Effectiveness of in-service computer science teachers’ …
ing K-8 computer science teachers’ content knowledge, self-ecacy, and attitudes through evidence-based professional development. In Proceedings of the 27th ACM conference on on …
A Systematic Literature Review of Gameful Feedback in …
e-learning environments for computer science education. A systematic literature review examines the current overlap of feedback in computer science education by the use of game-elements. …
Computer science teacher professional development and …
Recent research has shifted its focus to scaling up PD and sustaining teaching capacity by establishing PLCs for CS teachers. Objective: This study aims to conduct a systematic …
Research trends in programming education: A systematic …
This article presents a review of research trends in programming education. It is based on examining 162 empirical research articles published in eminent educational science journals. …
Computer science education teaching methods: An overview …
articles on computer science education teaching methods concentrate for one on examples of teaching with methodological references to aspects such as direct instruction, inductive …
Critical Thinking: The Code to Crack Computer Science …
To propose practical strategies for embedding critical thinking across the computer science educational experience. The approach in this paper is a conceptual analysis drawing on …
On Computational Thinking and STEM Education - Springer
In this editorial, we first examine relevant publications in computational thinking to identify a trend of integrating computational thinking into disciplinary education.
Innovating Pedagogical Practices through Professional …
To tackle these challenges, the paper highlights the importance of exploring the implications of learning sciences in classroom teaching, developing a holistic vision for professional …
THE IMPACT OF COMPUTER SCIENCE ON EDUCATION - IJSSER
Teaching and learning methods with the emergence of computers has converted dreams into reality. The Internet, virtual reality, and artificial intelligence are the new ways of learning. This …
Computer Science Teacher Capacity: The Need for Expanded …
Using these results and recent literature, this research distills actionable, assessed needs to guide the provision of professional learning to ensure that educators have the necessary tools and …
Application of Computer Science Technology in Computer …
Computer education in colleges and universities plays an important role in improving the computer level and application ability of college students. Therefore, the application of computer …
Teachers’ Utilization of Computer-Based Technology in …
With the onset of Education 4.0 and the VUCAD2 world, the use of technology in instruction has been fully maximized. This study aimed to determine the teachers’ utilization of computer …
An Overview of Computational Thinking - ed
One field where computers have inevitably spread into is education, and one pre-requisite of controlling computers, or increasing the level and efficiency of our control over them, is making …
International Journal of Computer Science Education in …
International Journal of Computer Science Education in Schools, April 2019, Vol. 3, No. 1 ISSN 2513-8359 4 computational practices (Sáez-López et al., 2016), there is a scarcity of studies …
Facilitating Mathematics and Computer Science …
We provide a narrative account of our early work in using this theoretical framework to co-plan and enact interdisciplinary mathematics and computer science (CS) tasks with a team of …
Game-based learning in computer science education: a …
Using games in education has the potential to increase students’ motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in …
Teaching Methods for Computer Science Education in the …
computer science education (Journal of Educational Computing Research, Computer Science Education, ACM Transaction on Computing Education, Special Interest Group Computer …
Instructional Methods to Computer Science Education as …
especially predestined for computer science education: Problem-based learning, learning tasks, discovery learning, computer simulation, project work and direct instruction.
Culturally relevant and responsive pedagogy in computing:
The current paper used a Quick Scoping Review methodology to identify research that has implemented and evaluated culturally responsive and relevant K-12 computing curricula, and …
International Trends in K–12 Computer Science Curricula …
This study targeted 10 countries that had already introduced computer science education in K-12. The purpose of the research is to show international trends in K–12 computer science …
Effectiveness of in-service computer science teachers’ …
ing K-8 computer science teachers’ content knowledge, self-ecacy, and attitudes through evidence-based professional development. In Proceedings of the 27th ACM conference on on …
A Systematic Literature Review of Gameful Feedback in …
e-learning environments for computer science education. A systematic literature review examines the current overlap of feedback in computer science education by the use of game-elements. …
Computer science teacher professional development and …
Recent research has shifted its focus to scaling up PD and sustaining teaching capacity by establishing PLCs for CS teachers. Objective: This study aims to conduct a systematic …
Research trends in programming education: A systematic …
This article presents a review of research trends in programming education. It is based on examining 162 empirical research articles published in eminent educational science journals. …
Computer science education teaching methods: An overview …
articles on computer science education teaching methods concentrate for one on examples of teaching with methodological references to aspects such as direct instruction, inductive …
Critical Thinking: The Code to Crack Computer Science …
To propose practical strategies for embedding critical thinking across the computer science educational experience. The approach in this paper is a conceptual analysis drawing on …
On Computational Thinking and STEM Education - Springer
In this editorial, we first examine relevant publications in computational thinking to identify a trend of integrating computational thinking into disciplinary education.
Innovating Pedagogical Practices through Professional …
To tackle these challenges, the paper highlights the importance of exploring the implications of learning sciences in classroom teaching, developing a holistic vision for professional …
THE IMPACT OF COMPUTER SCIENCE ON EDUCATION
Teaching and learning methods with the emergence of computers has converted dreams into reality. The Internet, virtual reality, and artificial intelligence are the new ways of learning. This …
Computer Science Teacher Capacity: The Need for …
Using these results and recent literature, this research distills actionable, assessed needs to guide the provision of professional learning to ensure that educators have the necessary tools and …
Application of Computer Science Technology in Computer …
Computer education in colleges and universities plays an important role in improving the computer level and application ability of college students. Therefore, the application of computer …
Teachers’ Utilization of Computer-Based Technology in …
With the onset of Education 4.0 and the VUCAD2 world, the use of technology in instruction has been fully maximized. This study aimed to determine the teachers’ utilization of computer …