ter

Robust watermarking of medical images using SVM and hybrid DWT-SVD

In the present scenario, the security of medical images is an important aspect in the field of image processing. Support vector machines (SVMs) are a supervised machine learning technique used in image classification. The roots of SVM are from statistical learning theory. It has gained excellent significance because of its robust, accurate, and very effective algorithm, even though it was applied to a small set of training samples. SVM can classify data into binary classification or multiple classifications according to the application's needs. Discrete wavelet transform (DWT) and singular value decomposition (SVD) transform techniques are utilised to enhance the image's security. In this paper, the image is first classified using SVM into ROI and RONI, and thereafter, to enhance the images diagnostic capabilities, the DWT-SVD-based hybrid watermarking technique is utilised to embed the watermark in the RONI region. Overall, our work makes a significant contribution to the field of medical image security by presenting a novel and effective solution. The results are evaluated using both perceptual and imperceptibility testing using PSNR and SSIM parameters. Different attacks were introduced to the watermarked image, which shows the efficacy and robustness of the proposed algorithm.




ter

A robust feature points-based screen-shooting resilient watermarking scheme

Screen-shooting will lead to information leakage. Anti-screen-shooting watermark, which can track the leaking sources and protect the copyrights of images, plays an important role in image information security. Due to the randomness of shooting distance and angle, more robust watermark algorithms are needed to resist the mixed attack generated by screen-shooting. A robust digital watermarking algorithm that is resistant to screen-shooting is proposed in this paper. We use improved Harris-Laplace algorithm to detect the image feature points and embed the watermark into the feature domain. In this paper, all test images are selected on the dataset USC-SIPI and six related common algorithms are used for performance comparison. The experimental results show that within a certain range of shooting distance and angle, this algorithm presented can not only extract the watermark effectively but also ensure the most basic invisibility of watermark. Therefore, the algorithm has good robustness for anti-screen-shooting.




ter

International Journal of Information and Computer Security




ter

International Journal of Services and Standards




ter

What we know and do not know about video games as marketers: a review and synthesis of the literature

The video game industry (VGI) has evolved considerably, transitioning from a niche market to a substantial sector. The VGI's magnitude and the societal implications tied to video game consumption have naturally piqued the interest of scholars in marketing and consumer behaviour. This research serves a dual purpose: firstly, it consolidates existing VG literature by evaluating articles, concepts, and methodologies, systematically tracing their evolution; secondly, it outlines potential directions and implications for forthcoming research. Within this literature, a predominant focus lies on articles investigating purchase decisions concerning VGs, followed by those exploring the integration of video game consumption into broader social contexts. Notably, a limited number of articles delve into player-game interactions and experiences within gaming worlds. This imbalance can be attributed to the fact that such inquiries are often suited to psychology and multidisciplinary journals, while the marketing discipline has predominantly addressed the VGI from a marketing management standpoint.




ter

International Journal of Electronic Marketing and Retailing




ter

International Journal of Mobile Communications




ter

A constant temperature control system for indoor environments in buildings using internet of things

The performance of a building's internal environment, which includes the air temperature, lighting and acoustics, is what determines the quality of the environment inside the building. We present a thermal model for achieving thermal comfort in buildings that makes use of a multimodal analytic framework as a solution to this challenge. In this study, a multimodal combination is used to evaluate several temperature and humidity sensors as well as an area image. Additionally, a CNN and LSTM combination is used to process the image and sensor data. The results show that heating setback and interior set point temperatures, as well as mechanical ventilation based on real people's presence and CO<SUB align=right>2 levels, are all consistently reduced when ICT-driven intelligent solutions are used. The CNN-LSTM model has a goodness of fit that is 0.7258 on average, which is much higher than both the CNN (0.5291) and LSTM (0.5949) models.




ter

International Journal of Internet Protocol Technology




ter

International Journal of Wireless and Mobile Computing




ter

International Journal of Agile Systems and Management




ter

International Journal of Electronic Finance




ter

Access controllable multi-blockchain platform for enterprise R&D data management

In the era of big data, enterprises have accumulated a large amount of research and development data. Effective management of their precipitated data and safe sharing of data can improve the collaboration efficiency of research and development personnel, which has become the top priority of enterprise development. This paper proposes to use blockchain technology to assist the collaboration efficiency of enterprise R&D personnel. Firstly, the multi-chain blockchain platform is used to realise the data sharing of internal data of enterprise R&D data department, project internal data and enterprise data centre, and then the process of construction of multi-chain structure and data sharing is analysed. Finally, searchable encryption was introduced to achieve data retrieval and secure sharing, improving the collaboration efficiency of enterprise research and development personnel and maximising the value of data assets. Through the experimental verification, the multi-chain structure improves the collaboration efficiency of researchers and data security sharing.




ter

An empirical study on construction emergency disaster management and risk assessment in shield tunnel construction project with big data analysis

Emergency disaster management presents substantial risks and obstacles to shield tunnel building projects, particularly in the event of water leakage accidents. Contemporary water leak detection is critical for guaranteeing safety by reducing the likelihood of disasters and the severity of any resulting damages. However, it can be difficult. Deep learning models can analyse images taken inside the tunnel to look for signs of water damage. This study introduces a unique strategy that employs deep learning techniques, generative adversarial networks (GAN) with long short-term memory (LSTM) for water leakage detection i shield tunnel construction (WLD-STC) to conduct classification and prediction tasks on the massive image dataset. The results demonstrate that for identifying and analysing water leakage episodes during shield tunnel construction, the WLD-STC strategy using LSTM-based GAN networks outperformed other methods, particularly on huge data.




ter

Educational countermeasures of different learners in virtual learning community based on artificial intelligence

In order to reduce the challenges encountered by learners and educators in engaging in educational activities, this paper classifies learners' roles in virtual learning communities, and explores the role of behaviour characteristics and their positions in collaborative knowledge construction networks in promoting the process of knowledge construction. This study begins with an analysis of the relationship structure among learners in the virtual learning community and then applies the FCM algorithm to arrange learners into various dimensional combinations and create distinct learning communities. The test results demonstrate that the FCM method performs consistently during the clustering process, with less performance oscillations, and good node aggregation, the ARI value of the model is up to 0.90. It is found that they play an important role in the social interaction of learners' virtual learning community, which plays a certain role in promoting the development of artificial intelligence.




ter

Computer aided translation technology based on edge computing intelligent algorithm

To explore the computer-aided translation technology based on the intelligent algorithm of edge computing. This paper presents the research on computer-aided translation technology based on edge computing intelligent algorithm. In the K-means computer edge algorithm, it analyses the traditional way of average resource allocation and the way of virtual machine allocation. In the process of online solution, we have a more detailed understanding of the data information at the edge, and also avoid the connection relationship between network users and the platform, which has a certain impact on the internal operation efficiency of the system. The network user group is divided into several different types of existence through K-means computer algorithm, and various information resources are counted according to their own characteristics. Computer-aided translation technology can significantly improve the quality of translation, improve the translation efficiency, and reduce the translation cost.




ter

Digital architectural decoration design and production based on computer image

The application of computer image digitisation has realised the transformation of people's production and lifestyle, and also promoted the development of the construction industry. This article aims to realise the research on architectural decoration design and production under computer network environment and promote the ecological development of indoor and outdoor design in the construction industry. This article proposes to use virtual reality technology in image digitisation to guide architectural decoration design research. In the comparative analysis of the weight of architectural decoration elements, among the calculated weights of secondary elements, the spatial function has the largest weight, which is 0.2155, and the landscape has the smallest weight, which is 0.0113. Among the three-level unit weights, the service area has the largest weight, which is 0.0976, and the fence frame has the smallest weight, which is 0.0119.




ter

International Journal of Data Mining and Bioinformatics




ter

Navigating the digital frontier: a systematic review of digital governance's determinants in public administration

The aim of the study is to examine the determinants of digitalisation in public sector. This research is particularly relevant as digital transformation has become a crucial factor in modernising public sector and enhancing service delivery to citizens. The method of the systematic literature review (SLR) was implemented by searching documents on the Scopus database. The initial research reached the 7902 documents and after specifying the keywords the authors found 207 relevant documents. Finally; after the careful read of their abstracts and the use of inclusion and exclusion criteria; the most cited and relevant 32 papers constituted the final sample. Findings highlighted the focus of the literature on technological factors such as the sense of trust and safety as well as the ease of use in the adoption of digital governance; emphasising the need for effective; trustworthy and user-friendly digital services. The most discussed internal factors were leadership and organisational culture. The study offers a deeper understanding of the factors that shape the successful implementation of digital governance initiatives.




ter

International Journal of Electronic Governance




ter

Fostering innovative work behaviour in Indian IT firms: the mediating influence of employee psychological capital in the context of transformational leadership

This empirical study investigates the mediating role of two components of psychological capital (PsyCap), namely self-efficacy and optimism, in the context of the relationship between transformational leadership (TL), work engagement (WE), and innovative work behaviour (IWB). The study was conducted among IT professionals with a minimum of three years of experience employed in Chennai, India. Data collection was executed using a Google Form, and both measurement and structural models were examined using SPSS 25.0 and AMOS 23.0. The findings of this study reveal several significant relationships. Firstly, transformational leadership (TL) demonstrates a robust positive association with work engagement (WE). Furthermore, work engagement (WE) positively correlates substantially with innovative work behaviour (IWB). Notably, the study underscores that two crucial components of psychological capital, specifically self-efficacy and optimism, mediate the relationship between transformational leadership (TL) and work engagement (WE). These findings carry valuable implications for IT company managers. Recognising that transformational leadership positively influences both work engagement and employees' innovative work behaviour highlights the pivotal role of leaders in fostering a productive and innovative work environment within IT organisations.




ter

International Journal of Work Innovation




ter

E-recruitment adoption among job-seekers: role of vividness and perceived internet stress in shaping their intentions

Drawn from technology acceptance model, this study establishes a theoretical framework for the analytical interpretation of factors affecting job-seekers intention to use e-recruitment websites. Using the data obtained from 379 respondents in India, ten hypotheses derived from the experimental model are evaluated using a structural equation modelling technique. Vividness, perceived usefulness (PU), and attitude have been shown to have a significant positive impact on the behavioural intentions (BIs) of job-seekers, although perceived ease of use (PEOU) did not. Furthermore, perceived internet stress (PIS) is observed to be a significant antecedent PEOU; and PEOU is of PU. Such findings broaden our knowledge of e-recruiting in various ways and offer qualitative insights into the potential impact of website functionality on the attractiveness of job-seekers.




ter

International Journal of Business Information Systems




ter

International Journal of Technology Management




ter

International Journal of Knowledge and Learning




ter

Interviewing the Experts: Student Produced Podcast




ter

Real World Project: Integrating the Classroom, External Business Partnerships and Professional Organizations




ter

Pattern of Plagiarism in Novice Students’ Generated Programs: An Experimental Approach




ter

Fostering Digital Literacy through Web-based Collaborative Inquiry Learning – A Case Study




ter

Digital Bridge or Digital Divide? A Case Study Review of the Implementation of the ‘Computers for Pupils Programme’ in a Birmingham Secondary School




ter

Student Perceptions of Microblogging: Integrating Twitter with Blogging to Support Learning and Interaction




ter

Disaster at a University: A Case Study in Information Security




ter

An Exploratory Study on Using Wiki to Foster Student Teachers’ Learner-centered Learning and Self and Peer Assessment




ter

A Critical Analysis of Active Learning and an Alternative Pedagogical Framework for Introductory Information Systems Courses




ter

ICT Teachers’ Professional Growth Viewed in terms of Perceptions about Teaching and Competencies




ter

Enhancing Students’ Interest in Science and Technology through Cross-disciplinary Collaboration and Active Learning Techniques




ter

Presenting an Alternative Source Code Plagiarism Detection Framework for Improving the Teaching and Learning of Programming




ter

Cloud Computing: Short Term Impacts of 1:1 Computing in the Sixth Grade




ter

Self-regulated Mobile Learning and Assessment: An Evaluation of Assessment Interfaces




ter

Experiences of Using Automated Assessment in Computer Science Courses

In this paper we discuss the use of automated assessment in a variety of computer science courses that have been taught at Israel Academic College by the authors. The course assignments were assessed entirely automatically using Checkpoint, a web-based automated assessment framework. The assignments all used free-text questions (where the students type in their own answers). Students were allowed to correct errors based on feedback provided by the system and resubmit their answers. A total of 141 students were surveyed to assess their opinions of this approach, and we analysed their responses. Analysis of the questionnaire showed a low correlation between questions, indicating the statistical independence of the individual questions. As a whole, student feedback on using Checkpoint was very positive, emphasizing the benefits of multiple attempts, impartial marking, and a quick turnaround time for submissions. Many students said that Checkpoint gave them confidence in learning and motivation to practise. Students also said that the detailed feedback that Checkpoint generated when their programs failed helped them understand their mistakes and how to correct them.




ter

Implementing and Evaluating a Blended Learning Format in the Communication Internship Course

The use of blended learning is well suited for classes that involve a high level of experiential inquiry such as internship courses. These courses allow students to combine applied, face-to-face fieldwork activities with a reflective academic component delivered online. Therefore, the purpose of this article is to describe the pedagogical design and implementation of a pilot blended learning format internship course. After implementation, the pilot class was assessed. Results of the survey and focus group revealed high levels of student satisfaction in the areas of course structure, faculty-student interaction, and application of theory to the “real-world” experience undertaken by students during the internship. Lower levels of satisfaction with the course’s academic rigor and a sense of community were also reported. Notably, students with experience in blended learning expressed lower levels of overall satisfaction, but reported higher levels of satisfaction with the course’s rigor and sense of community. The paper concludes by offering implications for instructors seeking to implement blended learning approaches.




ter

Using Interactive Software to Teach Foundational Mathematical Skills

The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts including counting, comparing, adding, subtracting and decomposing. Each of these was further subdivided yielding 22 online activities, each building in a level of complexity and abstraction. In total, 234 grade one students from 12 classes participated in the two-group post-test study that lasted about seven weeks and for which students in the experimental group used ELM for about 30 minutes weekly. The results for the final sample of 186 students showed that ELM students scored higher on the standardized math test (Canadian Achievement Test, 2008) and reported less boredom and lower anxiety as measured on the Academic Emotions Questionnaire than their peers in the control group. This short duration pilot study of one ELM theme holds great promise for ELM’s continued development.




ter

The Impact of User Interface on Young Children’s Computational Thinking

Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning




ter

Advantages and Disadvantages of an Innovative Tablet Technology Learning Activity: A Ten Year Case Study in Small Tertiary Mathematics Classrooms

Aim/Purpose: To identify positive and negative aspects for learning of interactive tablet technology learning activities that promote student engagement and learning. Background: Engaging students in mathematics classes is an on-going challenge for teachers. In 2008 we were offered the opportunity to run interactive activities with a class set of tablet PCs that had just been released on to the market. Since then, we have run these interactive activities continuously with mathematics classes for computing students, albeit with two changes in hardware. Methodology: In the interactive activities, students submit full worked solutions to various problem types (classified as table, text, open or multi-choice) which can then be displayed to the class anonymously, discussed and annotated by the teacher. We surveyed student and staff perceptions and monitored academic performance. Contribution: We have over 10 years of results, observations, and experience from 2008, when tablet technologies were new and expensive, to the current time, when modern tablets with styli are now affordable. Findings: There was a significant increase in higher grades although pass rates did not increase significantly. Over the ten year period of the study, perceptions of students and staff about how this technology impacted on student learning were consistently positive. The majority of students found all problem types useful for learning even those they rated “too hard” or “too easy”. Benefits included increased feedback, peer learning and engagement. Recommendations for Practitioners: We recommend using tablet learning activities to engage students and teachers and to contribute to learning. Impact on Society: This study shows how using tablet technologies for interactive classroom activities can enable and enhance known pedagogies of feedback, peer instruction, and student engagement for mathematics classes. Future Research: We recommend extending this study to include larger classes, and other technical subjects that use symbols and diagrams. In addition, we suggest considering control groups.




ter

Collaborative Approach in Software Engineering Education: An Interdisciplinary Case

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.




ter

Introductory Information Systems Course Redesign: Better Preparing Business Students

Aim/Purpose: The dynamic nature of the information systems (IS) field presents educators with the perpetual challenge of keeping course offerings current and relevant. This paper describes the process at a College of Business (COB) to redesign the introductory IS course to better prepare students for advanced business classes and equip them with interdisciplinary knowledge and skills demanded in today’s workplace. Background: The course was previously in the Computer Science (CSC) Department, itself within the COB. However, an administrative restructuring resulted in the CSC department’s removal from the COB and left the core course in limbo. Methodology: This paper presents a case study using focus groups with students, faculty, and advisory council members to assess the value of the traditional introductory course. A survey was distributed to students after implementation of the newly developed course to assess the reception of the course. Contribution: This paper provides an outline of the decision-making process leading to the course redesign of the introductory IS course, including the context and the process of a new course development. Practical suggestions for implementing and teaching an introductory IS course in a business school are given. Findings: Focus group assessment revealed that stakeholders rated the existing introductory IS course of minimal value as students progressed through the COB program, and even less upon entering the workforce. The findings indicated a complete overhaul of the course was required. Recommendations for Practitioners: The subject of technology sometimes requires more than a simple update to the curriculum. When signs point to the need for a complete overhaul, this paper gives practical guidance supplemented with relevant literature for other academicians to follow. Recommendation for Researchers: Students are faced with increasing pressure to be proficient with the latest technology, in both the classroom where educators are trying to prepare them for the modern workplace, as well as the organization which faces an even greater pressure to leverage the latest technology. The newly designed introductory IS course provides students, and eventually organizations, a better measure of this proficiency. Future Research: Future research on the efficacy of this new course design should include longitudinal data to determine the impact on graduates, and eventually the assessment of those graduates’ performance in the workplace.




ter

Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




ter

A Real-time Plagiarism Detection Tool for Computer-based Assessments

Aim/Purpose: The aim of this article is to develop a tool to detect plagiarism in real time amongst students being evaluated for learning in a computer-based assessment setting. Background: Cheating or copying all or part of source code of a program is a serious concern to academic institutions. Many academic institutions apply a combination of policy driven and plagiarism detection approaches. These mechanisms are either proactive or reactive and focus on identifying, catching, and punishing those found to have cheated or plagiarized. To be more effective against plagiarism, mechanisms that detect cheating or colluding in real-time are desirable. Methodology: In the development of a tool for real-time plagiarism prevention, literature review and prototyping was used. The prototype was implemented in Delphi programming language using Indy components. Contribution: A real-time plagiarism detection tool suitable for use in a computer-based assessment setting is developed. This tool can be used to complement other existing mechanisms. Findings: The developed tool was tested in an environment with 55 personal computers and found to be effective in detecting unauthorized access to internet, intranet, and USB ports on the personal computers. Recommendations for Practitioners: The developed tool is suitable for use in any environment where computer-based evaluation may be conducted. Recommendation for Researchers: This work provides a set of criteria for developing a real-time plagiarism prevention tool for use in a computer-based assessment. Impact on Society: The developed tool prevents academic dishonesty during an assessment process, consequently, inculcating confidence in the assessment processes and respectability of the education system in the society. Future Research: As future work, we propose a comparison between our tool and other such tools for its performance and its features. In addition, we want to extend our work to include testing for scalability of the tool to larger settings.




ter

The Development of Computational Thinking in Student Teachers through an Intervention with Educational Robotics

Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack of research on how to prepare future teachers of Kindergarten and Elementary School in the didactic use of computational thinking, as part of their necessary digital teaching competence. Methodology: Following the Design-Based Research methodology, we designed an intervention with educational robots that includes unplugged, playing, making and remixing activities. Participating in this study were 114 Spanish university students of education. Contribution: This research helps to improve the initial training of student teachers, especially in the field of educational robotics. Findings: The student teachers consider themselves digital competent, especially in the dimensions related to social and multimedia aspects, and to a lesser extent in the technological dimension. The results obtained also confirm the effectiveness of the intervention through educational robotics in the development of computational thinking of these students, especially among male students. Recommendations for Practitioners: Teacher trainers could introduce robotics following these steps: (1) initiation and unplugged activities, (2) gamified activities of initiation to the programming and test of the robots, (3) initiation activities to Scratch, and (4) design and resolution of a challenge. Recommendation for Researchers: Researchers could examine how interventions with educational robots helps to improve the computational thinking of student teachers, and thoroughly analyze gender-differences. Impact on Society: Computational thinking and robotics are one of the emerging educational trends. Despite the rise of this issue, there are still few investigations that systematize and collect evidence in this regard. This study allows to visualize an educational intervention that favors the development of the computational thinking of student teachers. Future Research: Researchers could evaluate not only the computational thinking of student teachers, but also their didactics, their ability to teach or create didactic activities to develop computational thinking in their future students.