Computer Science Education Research offers a wide range of contributions that shape how computing educators teach, how their students learn, and how the field advances toward equity. Yet the scope of computing education research can be unclear, leaving questions about where it intersects with classroom practice and how to become engaged with the field. This panel will highlight where research and education cross paths, using concrete examples from computer science education research. Panelists will illustrate: (1) the design of tools that support instruction, such as UML diagramming platforms; (2) tools and interventions that promote student learning, including drill-and-practice systems and educational card games; (3) research on how students learn, such as work on subgoal labeling and student misconceptions; (4) artifacts that enable effective teaching and assessment, such as validated instruments and auto-graders; and (5) research advancing broadening participation in computing, including equitable grading practices and studies with underrepresented student populations. By highlighting different, yet interconnected, pieces of computer science education research, this panel aims to clarify the breadth of the field and invite attendees to see where their own work might contribute. Attendees will leave with a stronger understanding of the role of discipline-based education research in computing and with strategies for applying computer science education research insights in their own educational contexts.
http://orcid.org/0000-0003-1786-203X
University of North Carolina at Charlotte
[biography]
http://orcid.org/0000-0002-0822-4813
University at Buffalo, The State University of New York
[biography]
http://orcid.org/https://0000-0002-5162-9314
Virginia Polytechnic Institute and State University
[biography]
The full paper will be available to logged in and registered conference attendees once the conference starts on June 21, 2026, and to all visitors after the conference ends on June 24, 2026