Essays about: "Computer education research"

Showing result 1 - 5 of 101 essays containing the words Computer education research.

  1. 1. Teaching pronunciation effectively in an EFL classroom; a literature review

    University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)

    Author : My Olsson; Alice Osborne; [2024]
    Keywords : effective teaching; English as a Foreign Language; intelligibility; secondary education; pronunciation;

    Abstract : This study provides a literature review of the most effective ways to teach pronunciation to EFL secondary school students in Sweden. There is limited time allocated to pronunciation leading to a scarcity of available effective methods. This impacts the important role which intelligibility holds in pronunciation. READ MORE

  2. 2. OpenCourse: Gamification in Computer Science Education

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Gustaf Bodin; Elias Ekroth; Tobias Engblom; Filip Linde; Anwarr Shiervani; [2023-03-03]
    Keywords : Gamification; Education; Heuristic Evaluation; Desktop Application Development; Spelifiering; Utbildning; Heuristisk Utvärdering; Datorapplikationsutveckling;

    Abstract : Academic degrees in computer science suffer from the highest dropout rates among universities. As a result, there is a lack of technical professionals, which could threaten the digital infrastructure. READ MORE

  3. 3. How to Educate an Organization in Working with Security Topics from a User Experience Perspective

    University essay from Lunds universitet/Ergonomi och aerosolteknologi; Lunds universitet/Certec - Rehabiliteringsteknik och Design

    Author : Felicia Gabrielii Augustsson; Anna Dahlström; [2023]
    Keywords : User centered design; threat analysis; security; experiential learning; gamification; interactive learning tool; the design process; Technology and Engineering;

    Abstract : In today's rapidly evolving society, the pervasive influence of technology has profoundly transformed various aspects of human life, presenting both unprecedented opportunities and critical security challenges. To mitigate the risks of data breaches, malicious attacks, and overall cyber threats, companies have taken proactive measures by providing education and training to their employees in the areas of cyber security and software security. READ MORE

  4. 4. Code Quality and Large Language Models in Computer Science Education : Enhancing student-written code through ChatGPT

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Oscar Backström; Annie Kihlert; [2023]
    Keywords : ;

    Abstract : The increased digitization amplifies the significance of code quality in software development. Yet, it is often difficult for novice programmers to understand and produce high-quality code. This study aims to explore the effects of large language models (LLMs), more precisely ChatGPT, on the code quality exhibited by computer science students. READ MORE

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE