1,263 research outputs found

    Women in Science and Technology: A Freshman Seminar

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    First Year Experience (FYE) courses target entering students and introduce them to the college environment and expectations for the college classroom. These courses have gained increasing popularity due to their positive impact on retention of students, as well as increased graduation rates. This case study describes a FYE course implemented to try to improve the retention of women in information technology, information systems, computer science, and other scientific fields. We have already offered the course once and are currently offering it a second time. In this presentation, we will describe lessons learned and provide recommendations for developing similar courses at other universities

    Computer Science at Community Colleges: Attitudes and Trends

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    This study aimed to understand the identity and attitude of students enrolled in computer science (CS) or programming-related course at community colleges nationwide. This study quantitatively evaluation data for estimating the relationships between students’ identity and attitudes toward computer science with prior programming experience and other demographic factors. I distributed the survey to community college faculty of computer science programs nationwide. Questions for this study were adapted from the Computing Attitude Survey developed by Weibe, Williams, Yang, & Miller (2003). Using two robust quantitative statistical methodologies, I investigated the correlations and predictability of previous programming experience, gender, race, and age with participants\u27 attitudes toward computer science. This study drew its inspiration from prior works of Dorn and Tew (2015) and Chen, Haduong, Brennan, Sonnert, and Sadler (2018), whose studies looked at previous experiences in programming with a favorable attitude toward computer science. The primary independent variable was a students’ prior programming experience. Under evaluation, the dependent variables were students\u27 programming experience and demographic characteristics such as race, gender, and age. This investigation showed a significant association between programming experience and attitude toward computer science. Among the demographic variables evaluated, students\u27 racial identity was the only factor found highly correlated with attitudes toward computer science. Future work will consider the association between participants\u27 accumulated college credit hours and specific programming language effects on computer science attitudes

    Undergraduate Course Catalog 2015-2016

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    Undergraduate Course Catalog 2016-2017

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    Undergraduate Course Catalog 2013-2014

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    Volume 58-1 Complete Issue

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    Proceedings of the CUNY Games Conference 4.0: The Interactive Course

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    Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College. Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, & Story - Course Review Through Games - Business & Finance Games - Game Design and Programming in Unity - What’s Your Game Plan? - The Allure of Play in the Classroo

    Undergraduate Academic Catalog 2020-2021

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    Undergraduate Academic Catalog 2019-2020

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    Proceedings of the CUNY Games Conference 6.0

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    The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing games for the classroom, how to incorporate elements of play into simulations and critical thinking activities, math games, and how to create computer games
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