Dissertations / Theses on the topic 'Computer science in Education'
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Bewley, Samantha. "High School Computer Science Education." Thesis, Villanova University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13426311.
Full textOne of the challenges in the field of computer science is teaching the subject at the high school level. Thirteen computer science teachers, one technology teacher and one department chair for technology were interviewed to determine how they thought computer science education could be improved at the high school level. The qualitative research addressed curriculum, professional development, educational computer science standards and frameworks, technology, and pedagogy. Institutional Review Board approval was obtained for the research. Nvivo was used to analyze the interviews. When the results were compiled, many teachers were concerned that there were low numbers of students interested in computer science. Having low numbers or students enrolled in computer science classes contribute to low numbers of computer science teachers. Different way to address these problems are proposed.
Ryu, Mike Dongyub. "Improving Introductory Computer Science Education with DRaCO." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1943.
Full textPeterson, Cynthia Lynn. "Using computer technology to enhance science education." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2109.
Full textHickey, Peter J. "A microcomputer network for computer science education." Thesis, University of Ottawa (Canada), 1986. http://hdl.handle.net/10393/5023.
Full textGibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.
Full textEnglish, John. "A building blocks approach to computer science education." Thesis, University of Brighton, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485950.
Full textEnström, Emma. "On difficult topics in theoretical computer science education." Doctoral thesis, KTH, Teoretisk datalogi, TCS, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-152357.
Full textQC 20140929
Aldakheel, Eman A. "A Cloud Computing Framework for Computer Science Education." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1322873621.
Full textProttsman, Christie Lee Lili. "Computational Thinking and Women in Computer Science." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/11485.
Full textThough the first computer programmers were female, women currently make up only a quarter of the computing industry. This lack of diversity jeopardizes technical innovation, creativity and profitability. As demand for talented computing professionals grows, both academia and industry are seeking ways to reach out to groups of individuals who are underrepresented in computer science, the largest of which is women. Women are most likely to succeed in computer science when they are introduced to computing concepts as children and are exposed over a long period of time. In this paper I show that computational thinking (the art of abstraction and automation) can be introduced earlier than has been demonstrated before. Building on ideas being developed for the state of California, I have created an entertaining and engaging educational software prototype that makes primary concepts accessible down to the third grade level.
Committee in charge: Michal Young, Chairperson; Joanna Goode, Member
Mitchell, Carmen L. (Carmen Lois). "The Contributions of Grace Murray Hopper to Computer Science and Computer Education." Thesis, University of North Texas, 1994. https://digital.library.unt.edu/ark:/67531/metadc278692/.
Full textHenderson, Craig Allen 1972. "RobotWorld : a simulation environment for introductory computer science education." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80075.
Full textIncludes bibliographical references (p. 329-338).
by Craig Allen Henderson.
M.Eng.
Hutchins-Korte, Laura. "Learning by game-building in theoretical computer science education." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/3162.
Full textMork, Kirsten L. "Evaluating Creative Choice in K-12 Computer Science Curriculum." DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/2038.
Full textAnandan, Senthil Kumar. "Animation tool kit for computer science education on the Internet." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0004/MQ45314.pdf.
Full textSymeonidis, Pavlos. "Automated assessment of Java programming coursework for computer science education." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.437093.
Full textSchroeder, Leah M. "The value of computer-assisted instruction in secondary science education." CSUSB ScholarWorks, 1986. https://scholarworks.lib.csusb.edu/etd-project/172.
Full textLiebe, Christine Lynn. "An Examination of Abstraction in K-12 Computer Science Education." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6728.
Full textNadarajah, Kumaravel. "Computers in science teaching: a reality or dream; The role of computers in effective science education: a case of using a computer to teach colour mixing; Career oriented science education for the next millennium." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1003341.
Full textPeterson, Sarah Budinger. "Factors relating to the acquisition of computer literacy and computer science skills in California high schools." Scholarly Commons, 1986. https://scholarlycommons.pacific.edu/uop_etds/3071.
Full textLowhorn, Greg L., and Anthony Pittarese. "Business Literacy for the Computer Science Professional." Digital Commons @ East Tennessee State University, 2008. https://dc.etsu.edu/etsu-works/3011.
Full textStejskal, Ryan. "Test-Driven Learning in High School Computer Science." Thesis, University of Nebraska at Omaha, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1554641.
Full textTest-driven development is a style of software development that emphasizes writing tests first and running them frequently with the aid of automated testing tools. This development style is widely used in the software development industry to improve the rate of development while reducing software defects. Some computer science educators are adopting the test-driven development approach to help improve student understanding and performance on programming projects. Several studies have examined the benefits of teaching test-driven programming techniques to undergraduate student programmers, with generally positive results. However, the usage of test-driven learning at the high school level has not been studied to the same extent. This thesis investigates the use of test-driven learning in high school computer science classes and whether test-driven learning provides benefits for high school as well as college students.
Alharbi, Eman. "Characterize the Difficulties that International Computer Science Students Face." Thesis, University of Colorado at Colorado Springs, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10102300.
Full textInternational Computer Science students, who form the majority of students in Engineering colleges in the U.S (Anderson, 2013), face a lot of difficulties and barriers that are unknown and unexpressed. Hiding these struggles may affect the quality of their education, and will repeat the struggles over and over with the coming students. We conducted a qualitative study to discover the barriers that international Computer Science students have and their special needs. The data was collected by interviewing international Computer Science students and some of their instructors in the University of Colorado at Colorado Springs (UCCS). The study found that international Computer Science students have English barriers evaluated on the following dimensions: listening and understanding lectures, participating and expressing ideas, presenting, writing, and reading. Moreover, students have identified another set of difficulties, which is technical barriers based on educational background and the ability to deal with advanced software tools.
Ochwa-Echel, James R. "Gender gap in computer science education : experiences of women in Uganda /." View abstract, 2005. http://wwwlib.umi.com/dissertations/fullcit/3191711.
Full textKelkar, Shreeharsh. "Platformizing higher education : computer science and the making of MOOC infrastructures." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107312.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 211-223).
This dissertation investigates the role of software in institutional transformation using the example of Massive Open Online Courses or MOOCs. It ethnographically tracks the development of the software infrastructure being built for MOOCs, focusing on three communities-programmers, instructors, and researchers-who centrally participate in the MOOC start-ups' stated mission of reinventing higher education. It argues that MOOC infrastructures are best viewed as an example of a heterogeneous software assemblage that I call the "software-as-platform," that is today being widely deployed and used in a number of industries and institutions. The software-as-platform consists primarily of software that holds together a variety of normative logics: open-endedness; fast, iterative, production processes; data-driven decision-making; governance for emergent effects; scalability; and personalization. Of these, the most important is that its creators give to it an open-endedness as to its ultimate purpose: thus, the assemblage is often framed using the language of "tools" or "platform." I then argue that the software-as-platform is a vehicle through which the norms and practices of Silicon Valley are making their way into other institutions, a process I call "platformization." Finally, I suggest that the software-as-platform enables the emergence of a new form of expertise: tool-making. Tool-makers see themselves as building software tools, whose ultimate purpose comes from their users. The tools themselves draw on many other kinds of expert knowledge chosen at the discretion of the tool-builders. The dissertation consists of four chapters bookended by an Introduction and a Conclusion. Chapter 2 is an analysis of the public discourse around MOOCs. Chapter 3 describes MOOC infrastructures, showing how a cluster of institutions, software, and people are organized to produce the plethora of courses as well knowledge about education. Chapter 4 tells the story about how edX, a MOOC start-up, turned itself from an educational organization into a software organization by deploying the software-as-platform, thereby transforming and displacing particular institutional roles. In Chapter 5, I analyze the practices of a rising class of tool-makers, computer scientists, and describe how they are able to draw on other kinds of expertise, and intervene in new domains, while still presenting themselves as neutral system-builders.
by Shreeharsh Kelkar.
Ph. D. in History, Anthropology, and Science, Technology and Society (HASTS)
Behnam, Humam, and Artin Mirzaian. "Evaluation of template-based programming question generation for Computer Science education." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280114.
Full textUnder de senaste åren har ett intresse utvecklats bland universiten i att förbättra studenternas lärande i introducerande programmeringskurser genom att gå utöver de traditionella inlärningsmetoderna. Därför var det i vårt intresse att undersöka om mallbaserade programmeringsfrågor är mer effektiva för att lära sig programmeringskoncept jämfört med att läsa litteratur. Detta undersöktes genom att först dela en grupp elever i en teorigrupp och en programspårningsgrupp. Sedan gjorde varje grupp ett första test. Där efter fick programspårningsgruppen kodspårningsproblem och teorigruppen fick litteratur som omfattar programmeringskoncept. Sedan använde båda grupperna sina resurser för att öva för ett slutligt test. Efter det slutgiltiga testet jämfördes resultaten från det initiala testet och det slutliga testet, men resultaten gav inte upphov till några slutsatser eftersom inte fanns tillräckligt med data på grund av olika faktorer. Denna studie kan vidareutvecklas genom att vara en del av en kurs.
Chiang, Yen-Hsi. "Advising module: Graduate application system for the Computer Science Graduate Program." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2725.
Full textTurner, Scott Alexander. "minimUML: A Minimalist Approach to UML Diagraming for Early Computer Science Education." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/33030.
Full textMaster of Science
Acton, Donald, Kimberly Voll, Steven Wolfman, and Benjamin Yu. "Pedagogical Transformations in the UBC CS Science Education Initiative." ACM, 2009. http://hdl.handle.net/2429/8884.
Full textBarton, Roy. "Computers and practical work in science education : a comparative study." Thesis, University of East Anglia, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318020.
Full textJamwal, Goldee. "Effective use of Interactive Learning Modules in Classroom Study for Computer Science Education." DigitalCommons@USU, 2012. http://digitalcommons.usu.edu/etd/1358.
Full textRimington, Keith B. "Expanding the Horizons of Educational Pair Programming: A Methodological Review of Pair Programming in Computer Science Education Research." DigitalCommons@USU, 2010. https://digitalcommons.usu.edu/etd/601.
Full textNivens, Ryan Andrew, and Rosemary Geiken. "Using a Computer Science-Based Board Game to Develop Preschoolers' Mathematics." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/214.
Full textBell, Richard Scott. "Low overhead methods for improving education capacity and outcomes in computer science." Diss., Kansas State University, 2014. http://hdl.handle.net/2097/18168.
Full textDepartment of Computing and Information Sciences
Eugene Vasserman
Computer science departments face numerous challenges. Enrollment over the past 15 years reached an all-time high, endured a rapid decline and is now experiencing a just as rapid rebound. Meanwhile, demand for graduates continues to grow at an incredible rate. This is especially true in specialized sub-fields such as cybersecurity, where employers are constantly working to keep up with changing technology and new threats emerging on a daily basis. My research consists of two main objectives. The rst is gauging the ability of pre-service teachers from non-STEM areas of study to introduce and utilize computing concepts in a classroom setting. The second goal is to develop an assessment tool that enables improvements in quality of education for students within cybersecurity courses. Currently, few K-12 school districts in the United States o er stand-alone courses in computer science. My work shows that pre-service teachers in non-STEM areas are capable of effectively introducing basic concepts to students using modern software development tools while exploring content within their own areas of expertise. Survey results indicate that student interest and self-efficacy increased when they were taught by these pre-service teachers. I also found that with only 2 hours of experience, pre-service teachers enrolled in an education technology course showed dramatic increases in interest and confidence related to using this technology. These two findings demonstrate that there are potential ways to increase interest in computing among a broad student population at the K-12 level without changing core curriculum requirements. Even when students choose to enter computer science departments, a large number do not remain within the program. The second portion of my research focuses on developing an assessment tool for measuring student interest and self-efficacy in cybersecurity courses. Using information gleaned from a series of interviews with cybersecurity students, I developed, and performed the initial testing of, a survey instrument which measures these 2 values. Initial results show that the survey responses were very different between a group of introductory programming students and those enrolled in a cybersecurity course and that general trends in both self-efficacy and interest among theses differing student populations can be observed
Behnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.
Full textThis thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.
Finch, Dylan Keifer. "Improving and Evaluating Maria: A Virtual Teaching Assistant for Computer Science Education." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98573.
Full textMaster of Science
Many colleges face a lack of academic and emotional support for their computer science students. Previous research into this problem produced Maria, a virtual teaching assistant (TA). This initial version of Maria was able to answer student questions, provide error explanations, and praise students for effort on programming assignments. This research continues work on the Maria project with three design goals: (1) reducing obstacles to use of Maria, (2) allowing Maria to provide better academic support, and (3) allowing Maria to provide better emotional support (with less focus on this goal). Improvements were made to the initial version of Maria, including increasing the number of questions that Maria could answer, allowing Maria to suggest questions for students to ask, and adding longer back-and-forth dialogs between Maria and students. Following this, Maria was deployed to students for an evaluation. The evaluation revealed that certain features were popular (including the longer dialogs and easier access to error explanation) and that Maria was unable to provide relevant answers to many questions asked by students. Using data from the evaluation, more improvements were made to Maria to address some of her shortcomings and build on her popular features. Answers to more questions were added for questions about testing, general knowledge questions, questions about many other topics. Many of these new answers used the popular back-and-forth dialog feature. Additionally, this research discusses a system that could be used to automate the creation of new answers for Maria or any virtual teaching assistant using crowdsourcing.
Burke, Lauren. "Computer Science Education at The Claremont Colleges: The Building of an Intuition." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/875.
Full textCrosier, Joanna. "Virtual environments for science education : a schools-based development." Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.323181.
Full textSaw, Yihui. "Enlight : a projected augmented reality approach to science education." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/100671.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 73-77).
Advances in augmented reality (AR) interfaces create a new possibility for innovative learning tools in education. This thesis explores the application of a projected augmented reality system and its use in science education. Through this work, we provide some brief insights into the potential and challenges of using the projection augmented model in a learning environment. With a focus on physics education, we developed tangible simulations of magnetic fields and other phenomena through the means of augmentation. We describe also the means to integrate and apply AR in a classroom environment. Our investigation analyzes the effects of augmented reality on student learning outcomes and the usability of our model. Quantitative and qualitative evidence suggests that the projection augmented model may complement learning in ways that current interfaces and learning methods are lacking.
by Yihui Saw.
M. Eng.
Furby, Thomas H. "A comparison of Workforce Education/Human Resource faculty and Computer Science faculty perceptions towards distance education /." Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1147198101&sid=16&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textHunter, Jeffrey C. "Student Engagement in a Computer Rich Science Classroom." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426713813.
Full textPrayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.
Full textPolycarpou, Irene. "An Innovative Approach to Teaching Structural Induction for Computer Science." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/18.
Full textWiggberg, Mattias. "Computer Science Project Courses : Contrasting Students’ Experiences with Teachers’ Expectations." Doctoral thesis, Uppsala universitet, Avdelningen för datorteknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-120081.
Full textDeVaney, Jonah E. "tidyTouch: An Interactive Visualization Tool for Data Science Education." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/529.
Full textHewner, Michael. "Student conceptions about the field of computer science." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45890.
Full textBushey, Dean E. "Critical thinking traits of top-tier experts and implications for computer science education." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1193079316/.
Full textJakupovic, Jasmin. "Educated to Learn : How to enhance the education of computer science and informatics." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH. Forskningsmiljö Datavetenskap och informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-31902.
Full textNivens, Ryan Andrew, and Rosemary Geiken. "Using a Computer Science-based Board Game to Develop Preschoolers' Mathematics." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3040.
Full textSheldon, Daniel K. (Daniel Kenneth) 1974. "Computer assisted group decision making for education program development." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80120.
Full textIncludes bibliographical references (leaves 48-49).
by Daniel K. Sheldon.
S.B.and M.Eng.
Maczka, Darren Kurtis. "Computing Trajectories: Pathways into Computer Science and Programming Experience in the First Year." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/92198.
Full textDoctor of Philosophy
Many universities across the United States have been experiencing an increased demand for computer science majors. Adjusting curriculum to meet demand runs the risk of damaging efforts to increase the diversity of the computer science workforce. To manage growth and increase the representation of women and underrepresented minorities (students who are not white or East Asian) in the field, we must first understand who currently studies computer science, and factors that lead to their success in the major. Universities with general first-year engineering programs present an opportunity for addressing some of the barriers that have traditionally discouraged women and underrepresented minorities from pursuing computer science. In particular, these programs could provide early positive experiences with computer programming which encourage more students to consider computer science as a possible major. To better understand how experiences during students’ first-year transition to college may impact decisions to major in computer science, I conducted studies to explore who enters computer science, and how they succeed in the major, as well as how students experience programming instruction in an introductory engineering course. All studies share the same context: a large public research institution with a general first-year engineering program. Results indicate that women are leaving computer science at all points of the curriculum, contributing to a reduced representation of women earning CS degrees. In contrast, underrepresented minority students and students with parents who did not receive a college degree, make up a higher percentage in the group graduating with a CS degree than in the group who declare CS as their first major.