Sciweavers

410 search results - page 9 / 82
» Creating Cyberworlds: Experiences in Computer Science Educat...
Sort
View
CSEE
2011
Springer
14 years 3 months ago
Pex4Fun: Teaching and learning computer science via social gaming
Pex4Fun (http://www.pexforfun.com/)from Microsoft Research is a web-based serious gaming environment for teaching computer science. Pex4Fun can be used to teach and learn computer...
Nikolai Tillmann, Jonathan de Halleux, Tao Xie
VL
2006
IEEE
220views Visual Languages» more  VL 2006»
15 years 5 months ago
AgentCubes: Raising the Ceiling of End-User Development in Education through Incremental 3D
Now that we have end-user programming environments capable of empowering kids with no programming background to build games in a matter of hours, a new quest for raising the ceili...
Alexander Repenning, Andri Ioannidou
96
Voted
GI
2009
Springer
14 years 9 months ago
An Improved Method for creating Shared Belief in Communication Constrained Sensor Networks
: Networked systems that gather sensor data in order to react to phenomena in their surroundings are faced with a growing need for adaptive behavior to operate in dynamically chang...
Eelke van Foeken, Peter Hiemstra, Leon Kester
SIGCSE
2006
ACM
172views Education» more  SIGCSE 2006»
15 years 5 months ago
Computing in context: integrating an embedded computing project into a course on ethical and societal issues
A hands-on embedded computing project is introduced into an undergraduate social sciences course. In the pilot module, nine student teams created working prototypes, using the tec...
Fred G. Martin, Sarah Kuhn
ICALT
2003
IEEE
15 years 5 months ago
Gaining Computational Literacy by Creating Hybrid Aesthetic Learning Spaces
Although the technical skills of pupils are quite high, the current approach to gain media literacy still focusses on updating software applying skills, rather than exploring the ...
Daniela Reimann, Michael Herczeg, Thomas Winkler, ...