C. Gregorio-Ruiz1, D. Gruska2, M.C. Ruiz1
This paper presents a case study on the integration and impact of various digital tools in the university-level computer science curriculum. We categorize the tools into two main areas: evaluation and teaching. For evaluation, we utilize interactive platforms such as Kahoot, Socrative, and Turning Point to enhance student engagement and provide real-time feedback. In teaching, a diverse set of software and environments—including Jupyter, GitHub, Matlab, Simulink, R, UPPAAL, CAAL, Arduino, Wireshark, Autocad, VirtualBox, Eclipse-Gavab (for Pascal-FC concurrency), Docker, Pencil (prototyping), and Visual Studio Code—is employed to bridge theoretical concepts with practical application, promote collaborative learning, and align with industry standards. This paper discusses the pedagogical rationale behind the selection of each tool, emphasizing their role in developing computational thinking, problem-solving skills, and technical proficiency. Additionally, the study presents a comparative analysis outlining the main advantages and disadvantages of each tool used in both evaluation and teaching. Finally, it describes the implementation of these tools across various courses at two universities—one in Slovakia and the other in Spain—and analyzes their perceived benefits in fostering a dynamic and effective learning environment for computer science students.
Keywords: Education, Digital tools.