Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 4 |
Descriptor
Author
Chih-Chang Yu | 1 |
Craig Brewer | 1 |
Cuervo-Cely, Karen D. | 1 |
Edward Osang Ayuk | 1 |
George Hanshaw | 1 |
Joanna Vance | 1 |
Leon Yufeng Wu | 1 |
Ramírez-Echeverry, Jhon J. | 1 |
Restrepo-Calle, Felipe | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Dissertations/Theses -… | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 4 |
Two Year Colleges | 1 |
Audience
Location
California (Los Angeles) | 1 |
Colombia | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 4 |
What Works Clearinghouse Rating
Edward Osang Ayuk – ProQuest LLC, 2021
The purpose of this study was to identify differences in metacognitive and self-regulated learning strategies used by students in a self-paced, computer-based developmental mathematics program (DMP) and how these strategies accounted for differences in persistence and performance observed among the students. Five research questions guided the…
Descriptors: Metacognition, Self Management, Computer Assisted Instruction, Developmental Studies Programs
Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
George Hanshaw; Joanna Vance; Craig Brewer – Open Praxis, 2024
This study examines the impact of AI course assistants on student learning experiences in online undergraduate courses at Los Angeles Pacific University. A controlled experiment involving 92 students across treatment and control groups was conducted to evaluate the effectiveness of AI assistants developed by Nectir. The treatment group had access…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Student Experience, Undergraduate Students