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Harry Barton Essel; Dimitrios Vlachopoulos; Henry Nunoo-Mensah; John Opuni Amankwa – British Journal of Educational Technology, 2025
Conversational user interfaces (CUI), including voice interfaces, which allow users to converse with computers via voice, are gaining wide popularity. VoiceBots allow users to receive a response in real-time, regardless of the communication device. VoiceBots have been explored in fields such as customer service to automate repetitive queries and…
Descriptors: Foreign Countries, Artificial Intelligence, Program Effectiveness, Undergraduate Students
Erkan Er; Gökhan Akçapinar; Alper Bayazit; Omid Noroozi; Seyyed Kazem Banihashem – British Journal of Educational Technology, 2025
Despite the growing research interest in the use of large language models for feedback provision, it still remains unknown how students perceive and use AI-generated feedback compared to instructor feedback in authentic settings. To address this gap, this study compared instructor and AI-generated feedback in a Java programming course through an…
Descriptors: Student Evaluation, Student Attitudes, Feedback (Response), Artificial Intelligence
Experiencing Enjoyment in Visual Programming Tasks Promotes Self-Efficacy and Reduces the Gender Gap
Robbert Smit; Rahel Schmid; Nicolas Robin – British Journal of Educational Technology, 2025
Secondary school students (N = 269) participated in a daylong visual programming course held in a stimulating environment for start-up enterprises. The tasks were application-oriented and partly creative. For example, a wearable device with light-emitting diodes, (ie, LEDs) could be applied to a T-shirt and used for optical messages. Our research…
Descriptors: Self Efficacy, Gender Differences, Prediction, Student Attitudes
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification