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Campbell, Oladele O.; Atagana, Harrison I. – Online Submission, 2022
An engaging first programming class (CS1) often inspires students' passion for computer science (CS). However, the evidence in the literature suggests that the average CS1 classes are anything but engaging for many students. The performance of CS compared to other science, technology, engineering, and mathematics (STEM) courses in international…
Descriptors: Programming, Programming Languages, Computer Science Education, Learner Engagement
Forrester, Chiara; Schwikert, Shane; Foster, James; Corwin, Lisa – CBE - Life Sciences Education, 2022
The ability to program in R, an open-source statistical program, is increasingly valued across job markets, including ecology. The benefits of teaching R to undergraduates are abundant, but learning to code in R may induce anxiety for students, potentially leading to negative learning outcomes and disengagement. Anecdotes suggest a gender…
Descriptors: Undergraduate Students, Coding, Programming Languages, Anxiety
Regina Célia Coelho; Matheus F. P. Marques; Tiago de Oliveira – Informatics in Education, 2023
Learning programming logic remains an obstacle for students from different academic fields. Considered one of the essential disciplines in the field of Science and Technology, it is vital to investigate the new tools or techniques used in the teaching and learning of Programming Language. This work presents a systematic literature review (SLR) on…
Descriptors: Electronic Learning, Programming, Computer Science Education, Logical Thinking
Ling Zhang – Pedagogical Research, 2024
In the face of the challenges posed by the COVID-19 pandemic, the hybrid teaching model has garnered significant attention for its combination of the depth of traditional education with the convenience of distance learning. Focusing on the domain of computer programming language instruction, this study innovatively designs a hybrid teaching…
Descriptors: COVID-19, Pandemics, Blended Learning, Programming Languages
Frydenberg, Mark; Mentzer, Kevin – Information Systems Education Journal, 2021
Project-based learning (PBL) engages students deeply with course concepts and empowers them to drive their own learning through the development of solutions to real-world challenges. By taking ownership of and completing a project that they designed, students develop and demonstrate creativity, critical thinking, and collaboration skills. This…
Descriptors: Learner Engagement, Student Empowerment, Active Learning, Student Projects
Dawar, Deepak – Journal of Information Systems Education, 2023
For most beginners, learning computer programming is a complex undertaking. Demotivation and learned helplessness have been widely reported. In addition to the subject's complexity, low in-class involvement has been linked to poor student performance. This work introduces a novel instructional technique called Student-Driven Probe Instruction…
Descriptors: Computer Science Education, Programming, Introductory Courses, Teaching Methods
Socratous, Chrysanthos; Ioannou, Andri – Educational Technology Research and Development, 2021
The study aims to compare the effect of a structured versus an unstructured educational robotics (ER) curriculum on (a) the frequency and type of programming errors made by students in block-based programming, (b) their ability to debug a programme, and (c) their engagement in the learning process. The authors' hypothesis is that, in programming…
Descriptors: Robotics, Educational Technology, Programming Languages, Computer Science Education
Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement
Troy, Jesse D.; Neely, Megan L.; Pomann, Gina-Maria; Grambow, Steven C.; Samsa, Gregory P. – Journal of Curriculum and Teaching, 2022
Student evaluation is a key consideration for educational program administrators because program success depends on students' ability to demonstrate successful development of core competencies. Student evaluations must therefore be aligned with learning objectives and overall program goals. Graduate level educational programs typically incorporate…
Descriptors: Student Evaluation, Evaluation Methods, Statistics Education, Alignment (Education)
Enderle, Patrick; King, Natalie; Margulieux, Lauren – Science Teacher, 2021
Teaching about wave structure and function is a critical element of any physical science curriculum and supported by "Next Generation Science Standards (NGSS)" PS4: Waves and Their Applications in Technologies for Information Transfer. To support students' learning of these ideas, teachers often rely on developing graphic models of a…
Descriptors: Science Education, Standards, Teaching Methods, Science Curriculum
Tsai, Chih-Cheng; Cheng, Yuh-Min; Tsai, Yu-Shan; Lou, Shi-Jer – Education Sciences, 2021
In this study, experimental teaching was conducted through the artificial intelligence of things (AIOT) practical course, and the 4D (discover, define, develop, deliver) double diamond shape was used to design the course and plan the teaching content to observe the students' self-efficacy and learning anxiety. The technology acceptance model (TAM)…
Descriptors: High School Students, Student Satisfaction, Value Judgment, Usability