Publication Date
| In 2026 | 0 |
| Since 2025 | 15 |
Descriptor
Source
Author
Publication Type
| Journal Articles | 15 |
| Reports - Research | 15 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 6 |
| Postsecondary Education | 6 |
| Elementary Education | 3 |
| Intermediate Grades | 3 |
| Secondary Education | 3 |
| Grade 5 | 2 |
| High Schools | 2 |
| Middle Schools | 2 |
| Grade 10 | 1 |
| Grade 6 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Athitaya Nitchot; Lester Gilbert – Education and Information Technologies, 2025
Learning programming is a complex process that requires understanding abstract concepts and solving problems efficiently. To support and motivate students, educators can use technology-enhanced learning (TEL) in the form of visual tools for knowledge mapping. Mytelemap, a prototype tool, uses TEL to organize and visualize information, enhancing…
Descriptors: Learning Motivation, Concept Mapping, Programming, Computer Science Education
Xue Ran; Zhigang Li; Yalin Yang – SAGE Open, 2025
Against the backdrop of the deep integration of chatbots into education, this study, based on Self-Determination Theory (SDT) and the UTAUT model, constructed a model of factors influencing college students' self-directed learning ability in programming. Through a review of existing literature, six key determinants were identified: learning…
Descriptors: Programming, College Students, Independent Study, Artificial Intelligence
Seungmin Lee – Educational Technology Research and Development, 2025
This study investigated the effectiveness of localized learning content (LLC) in enhancing computational thinking (CT) skills and learning motivation among 6th-grade elementary school students in Busan, South Korea. In contrast to conventional methodological approaches, our research focuses on the transformative power of culturally and…
Descriptors: Computer Software, Computer Uses in Education, Computer Science Education, Computation
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
Jale Kalemkus; Fatih Kalemkus – Science & Education, 2025
When the studies on the effectiveness of visual programming language are examined, it is seen that studies on coding teaching have been carried out frequently recently. In this study, Scratch was used as a teaching tool in teaching science lessons. In this way, a new perspective has been brought to Scratch applications. In the related study, the…
Descriptors: Design, Science Experiments, Programming Languages, Science Instruction
Cynthia Pinheiro Santiago; Antonio Rodrigo dos Santos Silva; José Wally Mendonça Menezes; Francisco José Alves de Aquino – Informatics in Education, 2025
The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such…
Descriptors: Gamification, Self Determination, Computation, Thinking Skills
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
Chun-Ying Chen – ACM Transactions on Computing Education, 2025
This study examined the effects of worked examples with different explanation types and novices' motivation on cognitive load, and how this subsequently influenced their programming problem-solving performance. Given the study's emphasis on both instructional approaches and learner motivation, the Cognitive Theory of Multimedia Learning served as…
Descriptors: Models, Learning Motivation, Cognitive Processes, Difficulty Level
Sohail Ahmed Soomro; Vijayakumar Nanjappan; Hernan Casakin; Georgi V. Georgiev – International Journal of Technology and Design Education, 2025
This paper explores the impact of a digital fabrication course on the development of digital fabrication skills and creativity. The course focused on open-ended prototyping and aimed to investigate its effects on students' motivation, enjoyment, and confidence. Students' creativity levels were measured using a creativity test at the beginning and…
Descriptors: Computer Peripherals, Construction (Process), Design, Skill Development
Xuanyan Zhong; Zehui Zhan – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners' computational thinking. Design/methodology/approach: By…
Descriptors: Intelligent Tutoring Systems, Computer Science Education, Programming, Independent Study
Sonia Triana-Vera; Omar López-Vargas – Contemporary Educational Technology, 2025
This research aimed to determine the effects of motivational scaffolding and adaptive scaffolding on academic and online self-efficacy in learners interacting with a multimedia learning environment within the field of technology. The study involved 146 students from four tenth-grade classes at a public institution in the municipality of Soacha…
Descriptors: Self Efficacy, Electronic Learning, Scaffolding (Teaching Technique), High School Students
Shih-Yu Li; Chun-Yu Ho; Shih-Ping Wu – Education and Information Technologies, 2025
This study originates from the observation during teaching and student interactions that students in industry-academic cooperative programs have very limited time to dedicate to coursework. The target group for this research consists of third-year students in the Mechanical Engineering industry-academia collaborative training program, and sessions…
Descriptors: Computer Science Education, Teaching Methods, Programming Languages, Teacher Student Relationship
Samuel Boguslawski; Rowan Deer; Mark G. Dawson – Information and Learning Sciences, 2025
Purpose: Programming education is being rapidly transformed by generative AI tools and educators must determine how best to support students in this context. This study aims to explore the experiences of programming educators and students to inform future education provision. Design/methodology/approach: Twelve students and six members of faculty…
Descriptors: Programming, Computer Science Education, Personal Autonomy, Learning Motivation
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods

Peer reviewed
Direct link
