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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
Xinli Zhang; Yuchen Chen; Lailin Hu; Gwo-Jen Hwang; Yun-Fang Tu – International Journal of STEM Education, 2025
Background: In the digital age, fostering young children's computational thinking (CT) and executive functions (EFs) through programming has emerged as a significant research issue. While unplugged programming activities are commonly adopted in preschools, robot programming activities have recently gained attention for the potential to enhance…
Descriptors: Thinking Skills, Computation, Executive Function, Programming
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
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
Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis
Salih Gülen; Ismail Dönmez; Fatma Betül Sengönül; Miyase Aslantas; Turgut Saritas; Ömer Sukenari; Emrah Eke; Semih Uçar – SAGE Open, 2025
STEM education aims to develop 21st-century skills, support economic growth and promote gender equality in STEM fields. It is known that gender stereotypes play a significant role in the formation of STEM identity. The most important factor preventing some high school-level female students from pursuing STEM careers is their lack of participation…
Descriptors: Robotics, Computer Science Education, Programming, High School Students
Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
Arwa Ahmed Qasem – Discover Education, 2025
Contemporary education calls for innovative strategies to move away from traditional teacher-centered methods to methods that engage students and enhance learning outcomes. This shift toward student-centered learning is crucial for achieving educational goals and making the next generation more adaptable to the modern era. This paper examines the…
Descriptors: Active Learning, Student Projects, Program Effectiveness, Programming Languages
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
Qingxia Li; Ololade Adetula; Ebony O. McGee; Benjamin M. Zwickl – ACM Transactions on Computing Education, 2025
In order to rectify the historical marginalization of Black workers in computing fields, many academic and industrial initiatives have been established to increase the diversity and inclusion in the tech industry. In this study, we explored how one particular post-secondary education program at one historically black institution known as the…
Descriptors: Computer Science Education, African American Students, Foreign Students, Black Colleges

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