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Meija Lohiniva; Ville Isomöttönen – ACM Transactions on Computing Education, 2025
Context: Introductory programming courses often face high dropout and failure rates, a challenge widely addressed in computing education research. Collaborative methods, such as group work and pair programming, have been proposed as potential solutions, as they are believed to enhance students' study motivation. Objective: This article provides a…
Descriptors: Cooperative Learning, Student Motivation, Introductory Courses, Computer Science Education
Ville Isomöttönen; Antti Jussi Lakanen; Elina Valkonen – ACM Transactions on Computing Education, 2025
Identity has received ample attention in computing education research from the viewpoint of "computing identity" and broadening participation, while more attention has been called for to clarify its role. We looked into identity development in the context of Computer Science 1 (CS1) based on Marcia's identity statuses and subsequent…
Descriptors: Computer Science Education, Self Concept, Self Efficacy, College Students
Melanie Butler – Assessment & Evaluation in Higher Education, 2025
This study explores the impact of three alternative grading systems--specifications grading, standards-based grading (SBG), and ungrading--on student motivation, engagement, stress, enjoyment, and perceptions of fairness. Quantitative and qualitative analyses were conducted with students from mathematics, computer science, and statistics courses.…
Descriptors: Grading, Student Motivation, Learner Engagement, Stress Variables
Grace Hom Lew – ProQuest LLC, 2024
This study explored the role of faith in the motivation of undergraduate computer science students and considered the implications for Christian Higher Education in the United States, by reviewing the existing literature on the subject. Academic motivation of computer science students is a global concern evidenced by studies around the world that…
Descriptors: Undergraduate Students, Computer Science Education, Religious Factors, Beliefs
Li Feng; Xiaoqing Shen; Zhaoyuan Xie; Xiaohui Yan – Education and Information Technologies, 2025
Gamification mechanisms have been increasingly integrated into educational environments to enhance learner's engagement and improve the effectiveness of online courses. However, the precise effects of gamification on learner's engagement, including the factors that influence this behavior, remain under-explored. This study addresses this gap by…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
Özlem Baydas Önlü; Sevda Küçük; Canan Çolak Yakar – Asia Pacific Journal of Education, 2025
Present study investigates the motives that pre-service computer education and instructional technologies (CEIT) teachers employ while deciding on the level, type, way of engagement with and the length of YouTube videos that they watch. The investigation is based on the various demographic variables such as gender and content creation status.…
Descriptors: Computer Science Education, Preservice Teachers, Video Technology, Decision Making
Prateek Shekhar; Heydi Dominguez; Pramod Abichandani; Craig Iaboni – IEEE Transactions on Education, 2024
Purpose: The presented study was conducted to unpack high school students' motivational influences in engineering/computer science project-based learning (PjBL), using the attention, relevance, confidence, and satisfaction (ARCS) model of motivation as a conceptual framework. Methods: A qualitative research approach was used with student focus…
Descriptors: High School Students, Student Projects, Student Motivation, Learning Motivation
Fegely, Alex; Tang, Hengtao – Educational Technology Research and Development, 2022
The purpose of this convergent mixed-methods study was to evaluate the effect of educational robotics on pre-service teachers' programming comprehension and motivation. Computer science is increasingly being integrated into K-8 curricula. However, a shortage of teachers trained to teach basic computer science concepts remains unresolved. This…
Descriptors: Programming, Robotics, Preservice Teachers, Comprehension
Peidi Gu; Zui Cheng; Cheng Miaoting; John Poggio; Yan Dong – Journal of Computer Assisted Learning, 2025
Background: Today, the importance of STEM (Science, Technology, Engineering and Mathematics) education and training is widely recognised and accepted. Computer programming courses have become essential in higher education to nurture students' programming, analysis and computational skills, which are vital for success in all STEM fields and areas.…
Descriptors: Active Learning, Student Projects, Individualized Instruction, Student Motivation
Meina Zhu; Min Young Doo; Sara Masoud; Yaoxian Huang – Education and Information Technologies, 2025
This study examines the influences of learners' motivation, self-monitoring, and self-management on learning satisfaction in online learning environments. The participants were 185 undergraduates and 99 graduate students majoring in computer science and engineering. The participants' motivation, self-monitoring, self-management, and learning…
Descriptors: Student Satisfaction, Differences, Undergraduate Students, Graduate Students
Yoonhee Shin; Jaewon Jung; Hyun Ji Lee – Metacognition and Learning, 2024
This study investigated the effects of concept-oriented faded in worked-out examples (WOE) and metacognitive scaffolding on learners' transfer performance and motivation in programming education. Two types of faded in WOE and metacognitive scaffolding were provided. A total of 140 participants were randomly assigned into one of four groups, with…
Descriptors: Metacognition, Concept Formation, Scaffolding (Teaching Technique), Learning Processes
Tri Puspa Rinjeni; Nur Aini Rakhmawati; Reny Nadlifatin – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test. Background: Incorporating information technology in education has led to the introduction…
Descriptors: Foreign Countries, Personality Measures, College Students, Information Systems
Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
Sibley F. Lyndgaard; Corey E. Tatel; Victoria Pham; Julia E. Melkers; Ruth Kanfer – International Journal of Lifelong Education, 2024
For adults engaged in formal learning, self-efficacy judgements may have substantial impact on key learning attitudes and outcomes. A complex systems/person-centric perspective emphasises the importance of contextual features of adult life, yet extant study of self-efficacy is largely constrained to judgements of competence in course activities.…
Descriptors: Self Efficacy, Adults, Masters Programs, Graduate Students
Ahmed Khawaji – Educational Process: International Journal, 2025
Background/purpose: This experimental case study explores professional motivation in learning English among Computer Information Technology (CIT) students at an applied college in Saudi Arabia. The study investigates how motivational drivers, integrated with pedagogical intervention, influence language learning. Materials/methods: A total of 120…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Science Education

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