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Journal articles on the topic 'School of Engineering and Computer Science'

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1

Karelkhan, N., P. Ibrayeva, and N. Karilkhan. "Features of Using the mBlock Program in the Scratch Environment in Teaching with STREAM Technology in High School." Iasaýı ýnıversıtetіnіń habarshysy 128, no. 2 (2023): 314–28. http://dx.doi.org/10.47526/2023-2/2664-0686.25.

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In the leading countries of the world, learning through STEM, STEAM and STREAM is included in the curriculum of secondary schools. While STEM is about strengthening the role of science, technology, engineering, and mathematics in education, STREAM is about building systematic thinking skills by adding reading and art to the role of science, technology, engineering, and mathematics in education. In STREAM development, you can use the mBlock programming environment based on Scratch+Arduino. In secondary schools of the Republic of Kazakhstan, robotics is often used in the teaching of computer sci
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Prokhorov, S. P. "THE FUNDAMENTAL CONTRIBUTION OF THE ACADEMY OF SCIENCES TO THE DEVELOPMENT OF RUSSIAN COMPUTER SCIENCE AND COMPUTER TECHNOLOGY." Вестник Российской академии наук 93, no. 10 (2023): 980–88. http://dx.doi.org/10.31857/s0869587323100092.

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The history of the creation of the first Soviet universal electronic computers is an excellent example of the ability and readiness of the Academy of Sciences to be a leader in the creation and development of new areas of science and technology. All work, starting with the design of computers and ending with the stage of creating computers and software, was carried out at the institutes of the Academy of Sciences. On December 4, 1948, I.S. Brook and B.I. Rameev received a copyright certificate for the invention of an automatic digital machine. It was the first official document indicating the
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Nuruddin, Mochammad, and Rahmat Agus Santoso. "Model of Integrated Vocational School (SMK) Products in Gresik Regency." Engineering Management Research 5, no. 2 (2016): 8. http://dx.doi.org/10.5539/emr.v5n2p8.

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<p>The main goal of this study is to do needs and potential analysis of products in each vocational school in Gresik regency that is expected to create products integration based on the excellence of vocational secondary schools, thus it is necessary to sustain ably design an identification concept of potency and integration model. By using the design of Research and Development some necessary steps taken into account: a) identification of vocational high schools (SMK), b) SWOT analysis, c) cluster analysis, d) mapping of vocational high schools (SMK). The second stage (consolidation and
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Alam, Ashraf, and Atasi Mohanty. "Developing ‘Happiness Engineering’ Subject for the Schools in India: Designing the Pedagogical Framework for a Sustainable Happiness Curriculum." Qubahan Academic Journal 3, no. 4 (2023): 1–20. http://dx.doi.org/10.48161/qaj.v3n4a145.

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The aim of this research was to develop the ‘Happiness Engineering’ subject by designing a ‘sustainable happiness curriculum’ and ‘pedagogical framework’ for the schools of India by adopting the whole school approach. Happiness Engineering subject is modelled like any other traditional school subject, e.g., History, Chemistry, or Computer Science. The researchers have prepared it by adopting the scientifically proven ‘global best practices’ exercised in different schools, colleges, and university departments across the globe in ‘sustainability education’, ‘adjectival education’, and ‘well-bein
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O’Bannon, Deborah J. "Creating a New School of Computer Science and Engineering in Kansas City." Leadership and Management in Engineering 6, no. 3 (2006): 93–96. http://dx.doi.org/10.1061/(asce)1532-6748(2006)6:3(93).

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Ahrens, Emma, Christina Gehnen, and Lena Verscht. "Report on Probability in Computer Science (PICS) 2024." ACM SIGLOG News 12, no. 1 (2025): 32–34. https://doi.org/10.1145/3723141.3723147.

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The 5th Ph.D. School in the series of Foundations of Programming and Software Systems took place in Copenhagen from October 14 to October 18, 2024 under the title "Probability in Computer Science". This week-long event brought together around 75 participants, including PhD students and leading experts from computer science, but also from other fields such as mathematics and engineering, to explore relevant topics in various areas in computer science that encounter probabilities. Organized by Joost-Pieter Katoen from RWTH Aachen University, and Andrzej Wasowski and Raúl Pardo from the IT Univer
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Camp, Amanda G., Diane S. Gilleland, Carolyn Pearson, and James Vander Putten. "Differentiating between Women in Hard and Soft Science and Engineering Disciplines." Journal of College Student Retention: Research, Theory & Practice 11, no. 3 (2009): 363–84. http://dx.doi.org/10.2190/cs.11.3.d.

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The intent of this study was to investigate characteristics that differentiate between women in soft (social, psychological, and life sciences) and hard (engineering, mathematics, computer science, physical science) science and engineering disciplines. Using the Beginning Postsecondary Students Longitudinal Study: 1996–2001(2002), a descriptive discriminant analysis was performed using a set of variables known to influence educational attainment. Results indicated that women who went into the hard science and engineering fields primarily had higher SAT math scores and, to a lesser degree, had
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Park, Jonghwa, and Hansung Kim. "An Analysis Study on the appropriateness of evaluation criteria of the University Admission Officer System by using Topic Modeling to the Student's School Cumulative Record: Focusing on the Computer Engineering Applicants." Korean Association For Learner-Centered Curriculum And Instruction 24, no. 15 (2024): 135–47. http://dx.doi.org/10.22251/jlcci.2024.24.15.135.

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Objectives This study was conducted to analyse the appropriateness of evaluation criteria for the University Admission Officer System by using Topic Modeling to Student’s School Cumulative Record. Methods For this purpose, The school cumulative records of 217 students who applied to the computer engineering department A through the University Admission Officer System in September 2022 were analyzed after de-identifying personal information and removing prohibitions on school cumulative records. In order to continue this study, first, the main keywords (TF, DF, TF-IDF) that appeared in the fiel
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Wang, Senling, Hiroshi Kai, and Hiroshi Takahashi. "Computer & Software System Laboratory, Graduate School of Science and Engineering, Ehime University." Journal of The Japan Institute of Electronics Packaging 27, no. 1 (2024): 169. http://dx.doi.org/10.5104/jiep.27.169.

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Podnebesova, G. B. "FORMATION OF ENGINEERING CULTURE OF FUTURE COMPUTER SCIENCE TEACHERS IN THE MASTER'S SCHOOL." Современные проблемы науки и образования (Modern Problems of Science and Education), no. 6 2024 (2024): 63. https://doi.org/10.17513/spno.33831.

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Zadorozhnyi, Vytaly M. "The use of Arduino software and hardware in a school physical experiment." Освітній вимір 54, no. 2 (2020): 122–33. http://dx.doi.org/10.31812/educdim.v54i2.3861.

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The article considers the use of hardware and software Arduino in order to involve students in the study of such subjects as: physics and computer science; provide an opportunity improve and develop their own engineering ideas. The article proves that the use of hardware and software Arduino complex in teaching and research activity is an effective tool for improvement interest in such areas of activity as computer science, engineering, physics. The study found that an integrated approach allows arousing students’ interest in the study of natural sciences and mathematics, solving modern proble
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Smirnov, Eugeny I., Anna Yu Skornyakova, and Sergey A. Tikhomirov. "The ontology and engineering of professional self-determination of school students in synergy manifestation of natural science with mathematical and digital methods." Perspectives of science and Education 75, no. 3 (2025): 548–59. https://doi.org/10.32744/pse.2025.3.36.

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Introduction. One In modern world the questions of teaching methods designing in subject areas (natural sciences, mathematical and digital methods) with the effect of professional self-determination of secondary school students are very important. The innovation is based on the problem of the actualization of post-non-classical rationality of natural science cognition and activity in an open digital educational environment of professional self-determination. It is based on the modus of student’s self-organization in content mastering of natural sciences application. The purpose of the study is
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Türk, Esma, and Erkan Özhan. "Analyzing Factors Influencing Vocational High School IT Program Students' University Choices Using Association Rule Mining." European Journal of Engineering and Applied Sciences 7, no. 2 (2024): 135–42. https://doi.org/10.55581/ejeas.1606948.

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The complex masses of data that have emerged with increasing data generation and storage have increased the need for computers and software with more advanced computing capabilities to process this data. However, extracting meaningful information from complex data remains a challenge. Data mining, particularly in collaboration with artificial intelligence algorithms, works to uncover intricate relationships within data. One of the complex problems to be solved is guiding high school students toward university departments that will optimize their performance. This study investigates the factors
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Korolev, A. L. "COMPUTER MODELING AND SOFTWARE SYSTEMS TO SUPPORT THE STUDY OF MODELING AT SCHOOL." Informatics in school, no. 7 (November 17, 2018): 58–63. http://dx.doi.org/10.32517/2221-1993-2018-17-7-58-63.

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In the article features of studying simulation in a school course of informatics are considered. The main theoretical issues of this theme are presented: the role of simulation in science, engineering, education and practical activities, the role of computer models, the relevance and multiplicity of models. Software complexes for creating computer models that are applicable in school education, in particular, in project activities of students, are described.
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Fernández-Cézar, Raquel, Natalia Solano-Pinto, and Dunia Garrido. "Can Mathematics Achievement Be Predicted? The Role of Cognitive–Behavioral–Emotional Variables." Mathematics 9, no. 14 (2021): 1591. http://dx.doi.org/10.3390/math9141591.

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The current society is based on science and technology, depending partly on mathematics. It leads to citizens’ success in school mathematics, being measured through achievement, which can be predicted by affective, cognitive, and behavioral variables. The aim of this study was to determine the extent to which self-concept, learning strategies, attitude towards science and mathematics, school environment, and previous scores in science and mathematics predict achievement in mathematics. A convenience sample of 352 pupils taking part in a science, technology, engineering, and mathematics (STEM)
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Rodgers, Devery J. "Technology Leadership for Pandemic STEMgagement in Computer Science: A PK12 Case Study." Education Sciences 15, no. 1 (2024): 34. https://doi.org/10.3390/educsci15010034.

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In this post-pandemic hybrid world of PK12 education, the onus is still on education leaders to close achievement gaps through equitable means. There are current socioeconomic, racial, gender, and geographical disparities that limit students’ full access to computer science education (CS). This case study reports how one urban PK12 school district in the United States is addressing the “leaky pipeline” with sustainable solutions for CS education with minoritized students. Using an online engagement framework, an ethnographic lens was used with document review, to conduct a content analysis of
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Tanaka, Motoshi. "Tanaka-Muroga Laboratory, Electrical and Electronic Engineering Course, Department of Mathematical Science and Electrical-Electronic-Computer Engineering, Graduate School of Engineering Science, Akita University." Journal of The Japan Institute of Electronics Packaging 24, no. 7 (2021): 684. http://dx.doi.org/10.5104/jiep.24.684.

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Stefanova, Tereza. "Realization and most often occupied positions and professions of graduates of communication and computer engineering and informatics and computer science professional fields." Yearbook Telecommunications 10 (June 30, 2024): 67–78. http://dx.doi.org/10.33919/ytelecomm.23.10.7.

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The specialists working in the ICT sector have mostly graduated from the professional fields of Communication and Computer Engineering and Informatics and Computer Science. Students from these two professional fields are educated in a total of 33 higher schools: 17 in Communication and Computer Engineering and 16 in Informatics and Computer Sciences. The article presents information on higher education institutions in both professional fields according to the "Taxable income of graduates" indicator. Data from the Rating System of Higher Education Institutions in Bulgaria in 2022 were used. The
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Borrego, Carlos, Cristina Fernández, Ian Blanes, and Sergi Robles. "Room escape at class: Escape games activities to facilitate the motivation and learning in computer science." Journal of Technology and Science Education 7, no. 2 (2017): 162. http://dx.doi.org/10.3926/jotse.247.

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Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student’s motivation and to improve their learning on two courses of the second year in the Computer Engineering degree: Computer Networksand Information and Security.
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Muh. Nasrun. "ANALISIS HUBUNGAN MEDIA VISUAL DENGAN PENINGKATAN HASIL BELAJAR DI SMK MUHAMMADIYAH BULUKUMBA." Jurnal Riset Guru Indonesia 3, no. 2 (2024): 119–24. https://doi.org/10.62388/jrgi.v3i2.448.

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This study uses the ex post facto method, namely by taking data such as learning achievement value data based on the average before receiving treatment and after receiving treatment. The population in this study were 22 students of Class XII, Computer Engineering and Networking Department of Muhammadiyah Bulukumba Vocational School. To determine the sample size in this study using non-probability techniques, namely saturated sample techniques using the entire population as a sample, namely 22 students. Data collection techniques used are observation techniques, interviews, documentation and ev
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Chávez, José Antonio Manco, Nicolas Silver Manco Arroyo, Sánchez Aguirre Flor de María, et al. "Artificial Intelligence in Engineering and Computer Science Learning: Systematic Review Article." International Journal of Membrane Science and Technology 10, no. 3 (2023): 221–33. http://dx.doi.org/10.15379/ijmst.v10i3.1514.

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Until the present, the technology has made students and teachers to object in its use, the quick development of it in engineering has been possible by the appearance of the covid-19, the objective of this investigation is to respond to the following question: why engineering and computer science students would have to learn artificial intelligence? It can be said that the students learning of these disciplines study or develop competences like the creation of: A.I. in mechanics, robotics, biological sciences, physical sciences, etc., from where they could develop, such as the advanced neural n
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Brigas, Carlos Jorge Jorge, and José Alberto Quitério Figueiredo. "“The Hour of the Code”: Computational thinking workshop in a primary school in Guarda, Portugal." Research in Social Sciences and Technology 4, no. 2 (2019): 129–36. http://dx.doi.org/10.46303/ressat.04.02.9.

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In recent years, there has been an increased effort to introduce coding and computational thinking in early childhood education. In accordance with the international trend, programming has become an increasingly growing focus in European education. The idea of introducing computer programming in the classroom dates back to the late 1960s. The introduction of programming language provides an opportunity to engage in logical and abstract thinking, problem solving, and the creative design process. One of the best-known initiatives is The Hour of Code. This initiative is being implemented in 180 c
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Tsuchiya, Hidekazu. "Tsuchiya Laboratory, Department of Applied Computer Engineering, School of Information Science and Technology, Tokai University." Journal of The Japan Institute of Electronics Packaging 28, no. 1 (2025): 160. https://doi.org/10.5104/jiep.28.160.

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Prato, Stephanie C. "Beyond the Computer Age: A Best Practices Intro for Implementing Library Coding Programs." Children and Libraries 15, no. 1 (2017): 19. http://dx.doi.org/10.5860/cal.15n1.19.

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At the Fayetteville Free Library (FFL), we are working to develop a comprehensive plan for supporting computer science education and coding for every age through the public library’s informal learning platform.We introduce young children to programming logic, we teach elementary and middle school children coding languages, and we support adults in skill building and career shifts. In January 2016, President Obama announced the “Computer Science for All” initiative, which identified STEAM (science, technology, engineering, and math) learning and computer science as national priorities for all a
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Banwo, Bodunrin O., Lizette Navarrete-Burks, Steven McGee, and Randi McGee-Tekula. "Building Bridges in STEM Education: Minoritized Secondary School Student Computer Science Pathways and Experiences." Education Sciences 14, no. 8 (2024): 831. http://dx.doi.org/10.3390/educsci14080831.

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The experiences of underrepresented women and ethnic minorities in computer science (CS) fields are at the heart of understanding the factors that impact the critical transitions students face when entering into Science, Technology, Engineering, or Mathematics (STEM) careers. The research, conducted using a grounded theory approach, gauges student and teacher perspectives, specifically investigating minoritized student perspectives that influence their entrance and continuation into an educational pathway. The study’s outcomes underscore the crucial roles of (1) Student Family Encouragement, (
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Hwang, Ren-Hung, Hsin-Tung Lin, Jerry Chih-Yuan Sun, and Jang-Jiin Wu. "Improving Learning Achievement in Science Education for Elementary School Students via Blended Learning." International Journal of Online Pedagogy and Course Design 9, no. 2 (2019): 44–62. http://dx.doi.org/10.4018/ijopcd.2019040104.

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Blended learning—which combines online learning with traditional face-to-face classroom instruction—is currently held in high regard. In elementary schools, science and technology education aims to help children use technology tools and to learn how disciplines such as math and science are relevant to engineering. In this study, the authors examined what type of learning profile contributes to higher achievement in science and technology in a blended learning environment. The participants consisted of 106 elementary school students (grades three to six) from two different schools. The authors
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Jagacinski, Carolyn M., William K. Lebold, and Gavriel Salvendy. "Gender Differences in Persistence in Computer-Related Fields." Journal of Educational Computing Research 4, no. 2 (1988): 185–202. http://dx.doi.org/10.2190/rlnq-ud8h-ubbj-22dp.

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The effectiveness of precollege and college achievement measures in predicting persistence for men and women in computer-related fields was examined. Persistence rates were similar for men and women in computer technology, electrical/computer engineering, and industrial engineering. However, fewer women than men persisted in computer science. Discriminant function analysis was conducted separately for men and women in each field and was equally effective for men and women in correctly classifying persisters and nonper-sisters (64–72%) in each field except computer technology where the classifi
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Soldani, Jacopo. "An Interview with Chunyang Chen - 2023 SIGSOFT Awardee." ACM SIGSOFT Software Engineering Notes 48, no. 3 (2023): 16–17. http://dx.doi.org/10.1145/3599975.3599981.

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Chunyang Chen received the 2023 SIGSOFT Early Career Researcher Award for outstanding contributions to the study of intelligent software development automation including automated mobile application development, software testing, migration, and accessibility. He received a Ph.D. in computer science from School of Computer Science and Engineering, Nanyang Technological University (Singapore). He is now a senior lecturer in the Faculty of Information Technology of the Monash University (Australia).
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Ádámkó, Éva. "Gamification in programming - A short introductory session in programming with online games." International Journal of Engineering and Management Sciences 3, no. 5 (2018): 16–22. http://dx.doi.org/10.21791/ijems.2018.5.2.

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Nowadays computer science is a diversified discipline with a wide range of interdisciplinary applications. Because of that, teachers at primary or high schools unavoidably face the following problem: What are the most useful fields, topics and applications of computer science and programming, and how can we teach them to be motivating enough for a student from the Z generation. In this paper we give a possible answer for the question above by presenting a short introductory session in programming for students in primary and high school. Our primary aim with the above session is to motivate stu
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Cheng, Ching-Ching, and Kuo-Hung Huang. "STEREOTYPES AND TECHNOLOGY EDUCATION: DIFFERENT PERCEPTIONS OF COMPUTER CAREER AMONG ELEMENTARY SCHOOL STUDENTS." Journal of Baltic Science Education 15, no. 3 (2016): 271–83. http://dx.doi.org/10.33225/jbse/16.15.271.

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Prior studies indicated that children’s images of science and engineering greatly influenced their attitude toward career choice. This study explored how elementary school students perceived computer professionals and computer job tasks. Sixty-four students attending computer camps in 2 cities participated in the study. The Draw-a-Scientist Test was employed and interviews were performed to collect and analyze student perceptions of computer professionals and computer job tasks. The results indicated that the students held contrasting perceptions of computer professionals. Although some studen
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Dianawati, Roswina, Lyau Nyan Myau, and Widiyanti Widiyanti. "DIGITAL GAME DEVELOPMENT AS A COMPUTER SCIENCE LEARNING TOOL FOR VOCATIONAL HIGH SCHOOL STUDENTS." Jurnal Teknik Mesin dan Pembelajaran 5, no. 2 (2022): 89. http://dx.doi.org/10.17977/um054v5i2p89-100.

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Indonesia has a shortage of professionals in Information and Communications Technology (ICT). Therefore, to increase the pool of electrical experts who are also qualified in the field of computer science, it is necessary to boost interest in computer science at an early year of upper secondary level. The Game Based Learning (GBL) approach increased investment in computer science for vocational high school learners. The two-dimensional (2D) game named Jack into Woods (JIW) was developed to teach fundamental concepts of C++ programming and influence the view in the computer science fields of ele
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Bonner, Desmond, and Michael Dorneich. "Developing Game-Based Learning Requirements to Increase Female Middle School Students Interest in Computer Science." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 380–84. http://dx.doi.org/10.1177/1541931213601086.

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This paper presents work on the development of a Game-Based Learning (GBL) application’s requirements for female middle school students which teaches fundamental concepts of programming. Currently, there are not enough students who desire to pursue Science, Technology, Engineering, and Mathematic (STEM) career fields. Additionally, female are underrepresented in STEM fields, and increased female participation may help partially address this gap. GBL was used to encourage middle school student interest in STEM by allowing them to practice computer science concepts in engaging contexts outside t
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Mukhasheva, Meruyert. "DEVELOPMENT OF ROBOTICS IN ELEMENTARY SCHOOL." International Journal of Multidisciplinary Research Transactions 5, no. 4 (2023): 106–7. https://doi.org/10.5281/zenodo.7782633.

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Many researchers and teachers agree that the inclusion of Science, Technology, Engineering, and Math in early education provides a strong motivation and a great improvement in learning speed. Most curricula in primary schools include a number of concepts that cover science and math, but less effort is applied in teaching problem solving, computer science, technology and robotics. The use of robotic systems and the introduction of Robotics as a curricula subject can bring the possibility of transmit to children the basics of technology and to give them other kind of human and organizational val
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Yurenkova, L. R., I. V. Morozov, D. A. Korobov, and D. T. Dzhodzhua. "End-to-end design training: from descriptive geometry to computer modeling of cutting tools." Glavnyj mekhanik (Chief Mechanic), no. 9 (July 28, 2021): 62–70. http://dx.doi.org/10.33920/pro-2-2109-06.

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Modern trends in the development of technology are based mainly on successful engineering activities. The combination of the most modern computer technologies and the traditions of using a pencil, drawing, drafts, and, of course, a living fruitful thought is a guarantee of the education of a genuine Engineer. On the one hand, educational technologies in engineering universities at the initial stage should be based, in our deep conviction, on school geometry. On the other hand, descriptive geometry and engineering graphics should contain examples for immersion in the chosen specialty. By order
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Yurenkova, L. R., I. V. Morozov, D. A. Korobov, and D. T. Dzhodzhua. "End-to-end design training: from descriptive geometry to computer modeling of cutting tools." Glavnyj mekhanik (Chief Mechanic), no. 9 (July 28, 2021): 62–70. http://dx.doi.org/10.33920/pro-2-2109-06.

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Modern trends in the development of technology are based mainly on successful engineering activities. The combination of the most modern computer technologies and the traditions of using a pencil, drawing, drafts, and, of course, a living fruitful thought is a guarantee of the education of a genuine Engineer. On the one hand, educational technologies in engineering universities at the initial stage should be based, in our deep conviction, on school geometry. On the other hand, descriptive geometry and engineering graphics should contain examples for immersion in the chosen specialty. By order
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Tzanaki, Eleni, Nikos Bessas, Dionisios Vavougios, and Vassilis P. Plagianakos. "An Interdisciplinary Educational Proposal in Junior High School: The Fractal Geometry in Science, Computer Science and Art Lessons." International Journal of Emerging Technologies in Learning (iJET) 19, no. 03 (2024): 35–45. http://dx.doi.org/10.3991/ijet.v19i03.47343.

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The purpose of this study is to provide an interdisciplinary approach to fractals within the traditional school curriculum. The proposed activities are expected to help teachers to provide a comprehensive and engaging learning experience for students that fosters deeper understanding, creativity, and connections within the sciences. Fractals are complex geometric shapes that are self-similar, and therefore exhibit similar patterns at every scale. They are created by repeating a simple process over and over. Fractals differ from traditional geometric shapes because they are non-regular, but are
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Mikulić Crnković, Vedrana, Bojan Crnković, Ivona Traunkar, and Martina Holenko Dlab. "[ai] Explore!: An Educational Game for Developing Programming Skills and Algorithmic Thinking." European Conference on Games Based Learning 18, no. 1 (2024): 623–33. http://dx.doi.org/10.34190/ecgbl.18.1.2866.

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The game [ai] explore! was developed to introduce the algorithm behind the popular science exhibition. The idea behind the [ai] explore! exhibition was to show the application of mathematics and computer science in solving real engineering problems by creating the exhibit using the mathematical algorithm Heat Equation Driven Area Coverage (HEDAC). The algorithm is based on scientific research and has many applications: exploration and search in unknown space, painting, planning agricultural spraying, scanning 3D objects, etc. The exhibits show the process by which the algorithm paints objects
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DIESTE, O., N. JURISTO, A. M. MORENO, and M. LOPEZ. "INTEGRATED SOFTWARE ENGINEERING AND KNOWLEDGE ENGINEERING TEACHING EXPERIENCES." International Journal of Software Engineering and Knowledge Engineering 10, no. 03 (2000): 275–300. http://dx.doi.org/10.1142/s021819400000016x.

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This paper presents the motivations, experiences and results of teaching integrated Software Engineering (SE) and Knowledge Engineering (KE), specifically as part of the master course organized by the Polytechnic University of Madrid (School of Computer Science). The paper outlines a possible approach to this instruction, whose aim is for software practitioners thus educated to have a flexible and moldable view of the software systems development process. This broad and malleable approach allows future practitioners to better address the increasingly more complex, divergent and innovative prob
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Von Blum, Ruth. "Computer-simulated laboratory explorations for middle school life, earth, and physical Science." Journal of Science Education and Technology 1, no. 2 (1992): 121–34. http://dx.doi.org/10.1007/bf00694835.

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Chang, Shu-Hsuan, Ai-Chiao Ku, Li-Chih Yu, Tsung-Chih Wu, and Bor-Chen Kuo. "A SCIENCE, TECHNOLOGY, ENGINEERING AND MATHEMATICS COURSE WITH COMPUTER-ASSISTED REMEDIAL LEARNING SYSTEM SUPPORT FOR VOCATIONAL HIGH SCHOOL STUDENTS." Journal of Baltic Science Education 14, no. 5 (2015): 641–54. http://dx.doi.org/10.33225/jbse/15.14.641.

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One of the significant and distinguishing curriculum characteristics of STEM compared to other subjects domains is hands-on skill development. Hands-on training enables the enhancement of learning because it parallels with the concrete-to-abstract nature of cognitive development, providing additional sources of brain activation via kinaesthetic involvement and elevating students’ motivation and engagement. To bridge the gap between theory and practice, and advance unprepared students’ hands-on skills, this research proposed and implemented an innovative STEM course with the computer-assisted r
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Armoni, Michal. "COMPUTING IN SCHOOLSHigh-school software engineering education." ACM Inroads 7, no. 2 (2016): 25–27. http://dx.doi.org/10.1145/2910588.

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Khan, M. Sadiq Ali, Muhammad Nadeemullah, and Ghazal Khwaja Humayyun Akhtar. "Analyzing The Women’s Role In Engineering And Science." Pakistan Journal of Gender Studies 9, no. 1 (2014): 13–22. http://dx.doi.org/10.46568/pjgs.v9i1.241.

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A women’s career till middle of the 20th century was not more than a school teacher, a librarian, a social worker or a nurse. A woman really had to work hard to earn less pay for the same job where men are highly paid, in this male-dominating society. The birth of Computer age opens the door of a whole new type of career for women: programming; the process of enabling machines to do a certain task by writing a set of instructions. Historically and conventionally, presence of women associated with field of engineering and science have been less prominent as compared to their counterpart. Howeve
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Brent, V. Dita, and Joy M. Velasco Michelle. "The Relationship of Senior High School Strands and Academic Performance in College among Computer Engineering Students: Basis for Policy Guideline Development." International Journal of Innovative Science and Research Technology (IJISRT) 10, no. 1 (2025): 176–83. https://doi.org/10.5281/zenodo.14631683.

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This study explores the relationship between senior high school strands and college academic performance among Computer Engineering students. Given the diverse preparatory pathways in high school, students bring varied levels of foundational knowledge and skills into college, which may influence their success in specialized fields like engineering education. Using a quantitative analysis of academic records, the researchers compared the average grades of students from different strands, including Science, Technology, Engineering, and Mathematics (STEM), Accountancy, Business and Management (AB
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Alonso, María Teresa, Virginia Barba-Sánchez, María Teresa López Bonal, and Hermenegilda Macià. "Two Perspectives on the Gender Gap in Computer Engineering: From Secondary School to Higher Education." Sustainability 13, no. 18 (2021): 10445. http://dx.doi.org/10.3390/su131810445.

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In a setting that prioritises the achievement of Sustainable Development Goals (SDG), sustainable development cannot be achieved without the contribution of female talent. This paper is focused on studying the reasons for the gender gap and the offered strategies to reduce it. The debate on the reasons for the low enrolment rates of girls in technological degrees remains open in the literature. This study investigates the causes of why girls do not choose a computer engineering degree and makes a comparison between ex-ante (secondary school) and ex-post (higher education). Based on a survey of
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Ramakrishna, B. L., A. Razdan, J. Sun, E. Ong, and A. A. Garcia. "Interactive Nano Visualization for Science and Engineering Education-Scanning Probe Microscope on the Web." Microscopy and Microanalysis 4, S2 (1998): 46–47. http://dx.doi.org/10.1017/s1431927600020353.

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The integration of nano-science and technology concepts into upper-division high school and lower-division college curricula will require innovative educational approaches that will help students understand the structures and properties of matter on a scale below 100 nanometers, i.e., the nanoscale. This Interactive Nano-Visualization in Science and Engineering Education (IN-VSEE) project will create a consortium of university and industry researchers, community college and high school science faculty, computer scientists and museum educators with a common vision of creating an interactive Wor
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Balzer, Robert, Lee Erman, Martin Feather, et al. "Research in Progress at the Information Sciences Institute, University of Southern California." AI Magazine 1, no. 1 (2017): 22. http://dx.doi.org/10.1609/aimag.v1i1.88.

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ISI is an off-campus research center in the University of Southern California's School of Engineering. The Institute engages in a broad set of research and application oriented projects in the computer sciences, ranging from advanced research efforts aimed at producing new concepts to operation of a major Arpanet computer facility.
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Lamanauskas, Vincentas. "SOME ISSUES ON BIOLOGY EDUCATION: AN INTERVIEW WITH ANDREJ ŠORGO." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 13, no. 3 (2016): 122–26. http://dx.doi.org/10.48127/gu-nse/16.13.122.

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Dr. Andrej Šorgo is Associate Professor of Biology Didactics at the Faculty of Natural Sciences and Mathematics, and a part time researcher at the Faculty of Electrical Engineering and Computer Science, University of Maribor. He got his Masters and PhD degrees in Biology from the University of Ljubljana. He has published textbooks and research articles and presented his work at a number of conferences. He has additionally over 20 years of experience as a secondary and higher vocational school teacher. He has won the award “Most innovative secondary school teacher”. More information is availabl
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Cohen, Avi, Shlomi Dolev, and Judith Gal-Ezer. "The journey of computer science and software engineering in Israeli schools." ACM Inroads 13, no. 3 (2022): 29–37. http://dx.doi.org/10.1145/3556879.

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Grachev, Vladimir I. "In Memory of Alexander S. Bugayov." Radioelectronics. Nanosystems. Information Technologies. 16, no. 7 (2024): 947–48. http://dx.doi.org/10.17725/j.rensit.2024.16.947.

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Information is presented about the deceased Alexander Stepanovich Bugayov, DrSci Phys&Math, professor, Corresponding Member of the Russian Academy of Sciences since 1994 in the Department of Computer Science, Computer Engineering and Automation, full member of the Russian Academy of Sciences since 2000 in the Department of Nanotechnology and Information Technology (Section of Computing, Location, Telecommunication Systems and Element Base), founder of the Department of Solid-state Electronics and Radiophysics of the Moscow Institute of Physics and Technology, Head of the Department of Vacu
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Baboshina, A. V., and P. A. Kornilov. "About the system of games in teaching high school students algorithms and mathematical structures." Informatics in school 1, no. 8 (2021): 18–24. http://dx.doi.org/10.32517/2221-1993-2021-20-8-18-24.

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The article considers the issue of increasing the motivation of students to study computer science and mathematics by introducing gamifcation elements into the educational process. Special attention is paid to the possibility of introducing computer games into the educational process as part of extracurricular activities in computer science. A brief overview of the training software environment developed by the authors is given, containing a set of paired fnite mathematical games ("Determinant", "24 cards", "Even", "The Bachet's game", "The Bergson's matches", "The Kayles' game", "Nim"). The a
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