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Conferences in DBLP

2010 (conf/iticse/2010)

  1. Science, technology and innovation: a key driver for economic growth. [Citation Graph (, )][DBLP]

  2. Who's missing from the room. [Citation Graph (, )][DBLP]

  3. Challenges with teaching HCI early to computer students. [Citation Graph (, )][DBLP]

  4. Service learning in introductory computer science. [Citation Graph (, )][DBLP]

  5. From phenomenography study to planning teaching. [Citation Graph (, )][DBLP]

  6. The SOM family: virtual machines for teaching and research. [Citation Graph (, )][DBLP]

  7. JavaSpaces NetBeans: a linda workbench for distributed programming course. [Citation Graph (, )][DBLP]

  8. Enbug: when debuggers go bad. [Citation Graph (, )][DBLP]

  9. A sub-saharan comparative study of university students' attitudes towards computer programming. [Citation Graph (, )][DBLP]

  10. Creating digital divas: scaffolding perception change through secondary school and university alliances. [Citation Graph (, )][DBLP]

  11. Inspiring women undergraduates. [Citation Graph (, )][DBLP]

  12. Analysis of computer science related curriculum on LDA and Isomap. [Citation Graph (, )][DBLP]

  13. Individual and group seminars and workshops in the computer science curriculum. [Citation Graph (, )][DBLP]

  14. Developing verification-driven learning cases. [Citation Graph (, )][DBLP]

  15. ComTest: a tool to impart TDD and unit testing to introductory level programming. [Citation Graph (, )][DBLP]

  16. SAMtool, a tool for deducing and implementing loop patterns. [Citation Graph (, )][DBLP]

  17. PhidgetLab: crossing the border from virtual to real-world objects. [Citation Graph (, )][DBLP]

  18. LOMOLEHEA: learning object model for online learning based on the european higher education area. [Citation Graph (, )][DBLP]

  19. Online education experiences: information technologies certificate program at METU. [Citation Graph (, )][DBLP]

  20. Evaluation of automatic classroom capture for computer science education. [Citation Graph (, )][DBLP]

  21. Computer lab work on theory. [Citation Graph (, )][DBLP]

  22. Tail recursive programming by applying generalization. [Citation Graph (, )][DBLP]

  23. Mental models of recursion: investigating students' understanding of recursion. [Citation Graph (, )][DBLP]

  24. Comparison of OOP first and OOP later: first results regarding the role of comfort level. [Citation Graph (, )][DBLP]

  25. A study on student performance in first year CS courses. [Citation Graph (, )][DBLP]

  26. Self-predicted and actual performance in an introductory programming course. [Citation Graph (, )][DBLP]

  27. A framework for computational thinking across the curriculum. [Citation Graph (, )][DBLP]

  28. Helping students build a mental model of computation. [Citation Graph (, )][DBLP]

  29. File references, trees, and computational thinking. [Citation Graph (, )][DBLP]

  30. Effect of media richness on user acceptance of blogs and podcasts. [Citation Graph (, )][DBLP]

  31. SNAG: using social networking games to increase student retention in computer science. [Citation Graph (, )][DBLP]

  32. Developing tools to encourage reflection in first year students blogs. [Citation Graph (, )][DBLP]

  33. Measuring of and reacting to learners' progress in logic programming courses. [Citation Graph (, )][DBLP]

  34. Student self-assessment in a programming course using bloom's revised taxonomy. [Citation Graph (, )][DBLP]

  35. Learning (through) recursion: a multidimensional analysis of the competences achieved by CS1 students. [Citation Graph (, )][DBLP]

  36. Using alice in CS1: a quantitative experiment. [Citation Graph (, )][DBLP]

  37. An unusual CS 1 with high standards and confirming results. [Citation Graph (, )][DBLP]

  38. Teaching abstraction in introductory courses. [Citation Graph (, )][DBLP]

  39. Reflecting on online learning designs using observed behavior. [Citation Graph (, )][DBLP]

  40. Cyberspace meets brick and mortar: an investigation into how students engage in peer to peer feedback using both cyberlearning and physical infrastructures. [Citation Graph (, )][DBLP]

  41. e-Lectures to support blended instruction in multimedia programming course. [Citation Graph (, )][DBLP]

  42. Robotics and intelligent systems for social and behavioral science undergraduates. [Citation Graph (, )][DBLP]

  43. Creativity and intrinsic motivation in computer science education: experimenting with robots. [Citation Graph (, )][DBLP]

  44. Using personal robots in CS1: experiences, outcomes, and attitudinal influences. [Citation Graph (, )][DBLP]

  45. What did qubits ever do for me: an answer for CS2 students. [Citation Graph (, )][DBLP]

  46. Experience report: CS1 for majors with media computation. [Citation Graph (, )][DBLP]

  47. When CS 1 is biology 1: crossdisciplinary collaboration as CS context. [Citation Graph (, )][DBLP]

  48. Using scalable game design to teach computer science from middle school to graduate school. [Citation Graph (, )][DBLP]

  49. Broadening accessibility to computer science for K-12 education. [Citation Graph (, )][DBLP]

  50. Enhancing K-12 education with alice programming adventures. [Citation Graph (, )][DBLP]

  51. Evaluating the effectiveness of a pattern application support tool for novices. [Citation Graph (, )][DBLP]

  52. Experiences in software engineering courses using psychometrics with RAMSET. [Citation Graph (, )][DBLP]

  53. Modeling with Plato: the unified modeling language in a cultural context. [Citation Graph (, )][DBLP]

  54. Encouraging reading and collaboration using classroom salon. [Citation Graph (, )][DBLP]

  55. Collaborative design of cross-disciplinary game minors based on the IGDA curriculum framework. [Citation Graph (, )][DBLP]

  56. Skills and knowledge for hire: leeds source-it. [Citation Graph (, )][DBLP]

  57. Usability, engagement & development of a digital usability laboratory in a higher education environment. [Citation Graph (, )][DBLP]

  58. Online identification of learner problem solving strategies using pattern recognition methods. [Citation Graph (, )][DBLP]

  59. Undergraduate database instruction with MeTube. [Citation Graph (, )][DBLP]

  60. Hands-on approach to teaching wireless sensor networks at the undergraduate level. [Citation Graph (, )][DBLP]

  61. Integrating categories of algorithm learning objective into algorithm visualization design: a proposal. [Citation Graph (, )][DBLP]

  62. A platform for visualizing digital circuit synthesis with VHDL. [Citation Graph (, )][DBLP]

  63. Using AVs to explain NP-completeness. [Citation Graph (, )][DBLP]

  64. Motivating online collaborative learning. [Citation Graph (, )][DBLP]

  65. Sharing and discussing UML modeling exercises in a PLE. [Citation Graph (, )][DBLP]

  66. Open source widget for parson's puzzles. [Citation Graph (, )][DBLP]

  67. Serverless automatic assessment of Javascript exercises. [Citation Graph (, )][DBLP]

  68. VCache: visualization applet for processor caches. [Citation Graph (, )][DBLP]

  69. Greenroom: a teacher community for collaborative resource development. [Citation Graph (, )][DBLP]

  70. Promoting active learning through assignments. [Citation Graph (, )][DBLP]

  71. Innovative CS capstone projects on green energy applications with WSN in a box. [Citation Graph (, )][DBLP]

  72. Advantage of using web 2.0 applications in class. [Citation Graph (, )][DBLP]

  73. Assessment methods and how teachers and students view them in a computer science course at Uppsala University. [Citation Graph (, )][DBLP]

  74. Linking different programming paradigms: thoughts about instructional design. [Citation Graph (, )][DBLP]

  75. The case for error detection support during online testing. [Citation Graph (, )][DBLP]

  76. Inquiry-based active learning in introductory programming courses. [Citation Graph (, )][DBLP]

  77. Lecturing about the phenomenology of databases. [Citation Graph (, )][DBLP]

  78. Improving CS education at Wits using an online assessment and evaluation system: a case study. [Citation Graph (, )][DBLP]

  79. Support tools for graphs in computer science. [Citation Graph (, )][DBLP]

  80. Changing the learning process of the input/output topic using a game in a portable console. [Citation Graph (, )][DBLP]

  81. International sustainable exchange: student projects to teach social responsibility. [Citation Graph (, )][DBLP]

  82. Portable labs in a box for embedded system education. [Citation Graph (, )][DBLP]

  83. A mobile learning tool to deliver online questionnaires. [Citation Graph (, )][DBLP]

  84. A lecture about teaching informatics in secondary education: lecture design and first experiences. [Citation Graph (, )][DBLP]

  85. Lego NXT as a learning tool. [Citation Graph (, )][DBLP]

  86. embed4Auto: a PLE for software modelling. [Citation Graph (, )][DBLP]

  87. The effect of video tutorials on learning spreadsheets. [Citation Graph (, )][DBLP]

  88. JavaMarker: an eclipse plug-in to mark students' Java exercises. [Citation Graph (, )][DBLP]

  89. What do promising high school students think about studying computing. [Citation Graph (, )][DBLP]

  90. Student-centered design of a parser visualization tool. [Citation Graph (, )][DBLP]

  91. Starting out at university with team projects. [Citation Graph (, )][DBLP]

  92. Computer science education in Turkey. [Citation Graph (, )][DBLP]

  93. Professional associations in K-12 computer science. [Citation Graph (, )][DBLP]

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for Data Engineering Laboratory, Department of Informatics, Aristotle University © 2002