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Guangrui Fan; Dandan Liu; Rui Zhang; Lihu Pan – International Journal of STEM Education, 2025
Purpose: This study investigates the impact of AI-assisted pair programming on undergraduate students' intrinsic motivation, programming anxiety, and performance, relative to both human-human pair programming and individual programming approaches. Methods: A quasi-experimental design was conducted over two academic years (2023-2024) with 234…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Programming
Guido Lang; Tan Gürpinar – Information Systems Education Journal, 2025
This study investigates the effectiveness of a Retrieval-Augmented Generation (RAG) chatbot to enhance learning and engagement in a self-paced, asynchronous online R programming course. To contextualize the development and potential of RAG chatbots, we conducted a literature review on existing approaches and their use in educational settings.…
Descriptors: Artificial Intelligence, Technology Uses in Education, Program Effectiveness, Online Courses
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
Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
Umar Alkafaween; Ibrahim Albluwi; Paul Denny – Journal of Computer Assisted Learning, 2025
Background: Automatically graded programming assignments provide instant feedback to students and significantly reduce manual grading time for instructors. However, creating comprehensive suites of test cases for programming problems within automatic graders can be time-consuming and complex. The effort needed to define test suites may deter some…
Descriptors: Automation, Grading, Introductory Courses, Programming
Brittany Devies; Lauren Bullock; Daniel M. Jenkins; Scott J. Allen; Joanna Stanberry – New Directions for Student Leadership, 2025
This article explores the pedagogical considerations of using pop-culture podcasts as an instructional strategy in leadership development. We clarify key concepts, evaluate podcasts as an instructional tool, and provide recommendations and implications for their integration into leadership learning experiences. While an important consideration for…
Descriptors: Leadership Training, Popular Culture, Audio Equipment, Telecommunications
A Comparison of Generative AI Solutions and Textbook Solutions in an Introductory Programming Course
Ernst Bekkering; Patrick Harrington – Information Systems Education Journal, 2025
Generative AI has recently gained the ability to generate computer code. This development is bound to affect how computer programming is taught in higher education. We used past programming assignments and solutions for textbook exercises in our introductory programming class to analyze how accurately one of the leading models, ChatGPT, generates…
Descriptors: Higher Education, Artificial Intelligence, Programming, Textbook Evaluation
Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
Lung-Chun Chang; Cheng-Chi Yeh; Hon-Ren Lin – Education and Information Technologies, 2025
The COVID-19 pandemic and advances in technology have resulted in the emergence of online learning as a new trend in the educational sector. However, during online learning, if students cannot seek immediate assistance from teachers, the use of suitable teaching models and easy-to-understand teaching materials is crucial. To address problems…
Descriptors: Programming, Human Body, Recognition (Psychology), Visual Perception
Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
Fadip Audu Nannim; Nnenna Ekpereka Ibezim; George Chibuike Agbo; Chukwuma Mgboji; Saint Oliver Rotachukwu Ngwoke; Moeketsi Mosia – ACM Transactions on Computing Education, 2025
The integration of digital technology into various sectors has transformed education globally, yet its adoption in Nigeria remains constrained by a lack of adequately trained personnel. This study addresses this gap by developing a Project-Based Arduino Robot Application (PARA) for teaching Robotics Programming to preservice teachers. A Research…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Programming
Incorporating Coding into the Classroom: An Important Component of Modern Bioinformatics Instruction
Nichole Orench-Rivera; April Bednarski; Paul Craig; Austin Talbot – Journal of College Science Teaching, 2025
Advancements in computation and machine learning have revolutionized science, enabling researchers to address once insurmountable challenges. Bioinformatics, a field that heavily relies on computer-driven analysis of biological data, has greatly benefited from these developments. However, traditional bioinformatics instruction frequently lacks the…
Descriptors: Coding, Computer Science Education, Integrated Curriculum, Programming
Badruliman Batni; Syahrul Nizam Junaini – Education and Information Technologies, 2025
In the dynamic educational context of Malaysia, this study examines the impact of integrating Unplugged Activities (UA) with Block-Based Programming (BBP) on improving the computational thinking (CT) skills of secondary students in full boarding schools in Northern Peninsular Malaysia. Using a quasi-experimental design and mixed-methods analysis,…
Descriptors: Computation, Thinking Skills, Programming, Secondary School Students
Saso Koceski; Natasa Koceska; Limonka Koceva Lazarova; Marija Miteva; Biljana Zlatanovska – Journal of Technology and Science Education, 2025
This study aims to evaluate ChatGPT's capabilities in certain numerical analysis problem: solving ordinary differential equations. The methodology which is developed in order to conduct this research takes into account the following mathematical abilities (defined according to National Centre for Education Statistics): Conceptual Understanding,…
Descriptors: Artificial Intelligence, Technology Uses in Education, Number Concepts, Problem Solving
Meina Zhu – Journal of Computer Assisted Learning, 2025
Background: Computer programming learning and education play a critical role in preparing a workforce equipped with the necessary skills for diverse fields. ChatGPT and YouTube are technologies that support self-directed programming learning. Objectives: This study aims to examine the sentiments and primary topics discussed in YouTube comments…
Descriptors: Computer Science Education, Programming, Social Media, Video Technology
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