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Showing 1 to 15 of 22 results Save | Export
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Arif Akçay; Arif Altun – Education and Information Technologies, 2024
Debugging is an intellectually rich and a challenging process when learning a programming language. This process is important for increasing the quality of the program and making it functional. Debugging, by its nature, is thought to be a practice with a state of focus and concentration. This study explored whether the debugging performance could…
Descriptors: Attention, Networks, Troubleshooting, Programming
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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
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Qin, Chao; Liu, Yanjia; Zhang, Hemei – Journal of Computer Assisted Learning, 2023
Background: Being easy to learn and fun, block-based programming tools are widely used to teach students introductory programming. Scratch and LEGO robots are two popular block-based programming tools. However, the objects they manipulate are completely different. Scratch manipulates graphical virtual sprites, whereas LEGO robots manipulate…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Robotics
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Hållander, Marie – Studies in Philosophy and Education, 2021
This article is a philosophical analysis of escapism as a pedagogical possibility, with a particular focus on TV series. Taking my own, as well as students, experience of escapism into TV series as a starting point, that is, their ability take us somewhere far away, something which has become more acute during the pandemic time since we remain…
Descriptors: Programming (Broadcast), Television Viewing, Attention, Instruction
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Paula Chica, Maritza Gisella; Aguilar Morocho, Elva Katherine – Journal of Language and Linguistic Studies, 2022
The objective of this research has been the analysis of the effectiveness of sports performance through a program, based on the assimilation of contents from a previous diagnosis. The almost-experimental design was applied like a pre- during program. Eighty-two students from Basic Education Career of UPSE have participated in this study, developed…
Descriptors: Foreign Countries, Attention, Athletics, College Students
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Dandan Yang; Zhanxia Yang; Marina Umaschi Bers – Computer Science Education, 2025
Background and context: Despite the growing importance of computer science (CS) education, high-quality CS curricula for students in kindergarten to lower elementary grades are lacking. It is also unclear how students from underrepresented groups such as female students, students from low socioeconomic status, and students with disability respond…
Descriptors: Computer Science Education, Early Childhood Education, Program Effectiveness, Programming
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Schoeman, Marthie – Perspectives in Education, 2019
Due to the character of programming languages, reading ability may have more impact on learning to program than on learning in other subjects. This paper describes an exploratory study of the relationship between reading skills, as perceived through eye tracking, and the ability to program. An empirical investigation into this relationship…
Descriptors: Reading Skills, Predictor Variables, Programming, Novices
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Robins, Anthony V. – ACM Transactions on Computing Education, 2022
This paper explores a major theoretical framework from psychology, Dual Process Theory (DPT), which has received surprisingly little attention in the computing education literature. DPT postulates the existence of two qualitatively different kinds of cognitive systems, a fast, intuitive "System 1" and a slow, reflective "System…
Descriptors: Learning Theories, Cognitive Processes, Intelligence, Long Term Memory
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Mann, Mark D. – Contemporary Issues in Education Research, 2017
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
Descriptors: Student Motivation, Computer Games, Learner Engagement, Programming
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Urlings, Corrie C.; Coppens, Karien M.; Borghans, Lex – Computers in the Schools, 2019
We explored the potential of a robotics application in education as a measurement tool of child executive functioning skills. Sixty-five kindergarteners received assignments to go through a maze with a programmable robot, the Bee-Bot. Via observation we quantified how they solved these tasks. Their performance was successfully aggregated into a…
Descriptors: Robotics, Kindergarten, Programming, Problem Solving
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Budiyanto, Cucuk Wawan; Shahbodin, Faaizah; Khoirul Umam, Muhammad Ulin; Isnaini, Ratih; Rahmawati, Anayanti; Widiastuti, Indah – Online Submission, 2021
Technology and smart devices have become ubiquitous staples in every aspect of human life. Given the rise of computation in everyday life, introducing technology to early childhood students requires exposure to logical thinking and problem-solving skills through programming approaches or computational thinking. This research addresses an inquiry…
Descriptors: Technology Uses in Education, Educational Technology, Parent Participation, Student Participation
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Mangaroska, Katerina; Sharma, Kshitij; Giannakos, Michail; Træteberga, Hallvard; Dillenbourg, Pierre – Journal of Learning Analytics, 2018
This study investigates how multimodal user-generated data can be used to reinforce learner reflection, improve teaching practices, and close the learning analytics loop. In particular, the aim of the study is to utilize user gaze and action-based data to examine the role of a mirroring tool (i.e., Exercise View in Eclipse) in orchestrating basic…
Descriptors: Eye Movements, Student Behavior, Computer Science Education, Programming
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Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
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Hew, Khe Foon; Qiao, Chen; Tang, Ying – International Review of Research in Open and Distributed Learning, 2018
Although massive open online courses (MOOCs) have attracted much worldwide attention, scholars still understand little about the specific elements that students find engaging in these large open courses. This study offers a new original contribution by using a machine learning classifier to analyze 24,612 reflective sentences posted by 5,884…
Descriptors: Learner Engagement, Large Group Instruction, Online Courses, Man Machine Systems
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Andrzejewska, Magdalena; Stolinska, Anna; Blasiak, Wladyslaw; Peczkowski, Pawel; Rosiek, Roman; Rozek, Bozena; Sajka, Miroslawa; Wcislo, Dariusz – Interactive Learning Environments, 2016
The results of qualitative and quantitative investigations conducted with individuals who learned algorithms in school are presented in this article. In these investigations, eye-tracking technology was used to follow the process of solving algorithmic problems. The algorithmic problems were presented in two comparable variants: in a pseudocode…
Descriptors: Qualitative Research, Statistical Analysis, Mathematics, Eye Movements
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