Related papers: Preliminary model for student ownership of project…
Agile methods, and Scrum in particular, are widely taught in software engineering education; however, there is limited empirical evidence on how these practices function in long-running, student-led projects under academic and hybrid work…
Evaluation of students' performance for the completion of courses has been a major problem for both students and faculties during the work-from-home period in this COVID pandemic situation. To this end, this paper presents an in-depth…
Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place…
In an increasingly data-driven world, facility with statistics is more important than ever for our students. At institutions without a statistician, it often falls to the mathematics faculty to teach statistics courses. This paper presents…
Scientific software projects evolve rapidly in their initial development phase, yet at the end of a funding period, the completion of a research project, thesis, or publication, further engagement in the project may slow down or cease…
Considering learner engagement has a mutual benefit for both learners and instructors. Instructors can help learners increase their attention, involvement, motivation, and interest. On the other hand, instructors can improve their…
The acquisition of non-proprietary and proprietary learning management system has provided a richer learning experience to users and raised interest among education providers. This study aims to assess student adoption of Canvas as a new…
Concept inventories are standardized assessments that evaluate student understanding of key concepts within academic disciplines. While prevalent across STEM fields, their development lags for advanced computer science topics like dynamic…
Peer grading is an educational system in which students assess each other's work. It is commonly applied under Massive Open Online Course (MOOC) and offline classroom settings. With this system, instructors receive a reduced grading…
CONTRIBUTION: This paper presents an empirical study of an introductory-level programming course with students using multiple monitors and compares their performance and self-reported experiences versus students using a single monitor.…
Context: Empirical studies in software engineering are typically centered on human subjects, ranging from novice to experienced developers. The experience of these individuals is a key context factor that should be properly characterized…
We describe an undergraduate course where physics students are asked to conceive an outreach project of their own. The course alternates between the project conception and teachings about pedagogy and outreach, and ends in a public show. We…
This paper describes a network of teachers and students who form a living system of education at all levels and achieve high standards. The key process of the network is the process of effective learning by inquiry. Physics is distinguished…
As generative AI tools become integrated into design workflows, students increasingly engage with these tools not just as aids, but as collaborators. This study analyzes reflections from 33 student teams in an HCI design course to examine…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
Interactive simulations allow students to discover the underlying principles of a scientific phenomenon through their own exploration. Unfortunately, students often struggle to learn effectively in these environments. Classifying students'…
This paper explores the pedagogical potential of "teacher pre-prompting" as a means of guiding student collaboration in programming education. In particular, we investigate how brief teacher-initiated questions posed before students engage…
As artificial intelligence (AI) increasingly shapes decision-making across domains, there is a growing need to support AI literacy among learners beyond computer science. However, many current approaches rely on programming-heavy tools or…
This study investigates differences in student participation rates between in-class and online administrations of research-based assessments. A sample of 1,310 students from 25 sections of 3 different introductory physics courses over two…
Research-based active learning approaches are critical for the teaching and learning of undergraduate STEM majors. Course-based undergraduate research experiences (CUREs) are becoming more commonplace in traditional, in-person academic…