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Showing all 10 results Save | Export
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I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
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Verner, Igor M.; Perez, Huberth; Lavi, Rea – International Journal of Technology and Design Education, 2022
Student engagement has been described as active involvement in a learning activity that significantly affects learning achievement. This study investigated student engagement in robotics education, considering it as an instant emotional reaction on interaction with the teacher, the peers, and the robotic environment. The objective was to…
Descriptors: Learner Engagement, High School Students, Robotics, Grade 11
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Joel B. Jalon Jr.; Goodwin A. Chua; Myrla de Luna Torres – International Journal of Education in Mathematics, Science and Technology, 2024
ChatGPT is largely acknowledged for its substantial capacity to enhance the teaching and learning process despite some concerns. Based on the available literature, no study compares groups of students using ChatGPT and those who did not, more so in programming. Therefore, the main goal of this study was to examine how ChatGPT affects SHS students'…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Learning Processes
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Husaeni, Dwi Fitria Al; Budisantoso, Enrico Nabil Qois; Urwah, Mushfani Ainul; Azizah, Nissa Nur; Dinata, Putri Zukhruf; Apriliany, Shandini; Siregar, Herbert – Journal of Science Learning, 2022
This study aims to evaluate the effect of the use and development of interactive and visual learning media in learning looping by utilizing a web-based digital platform called Loopers. The research design used a qualitative descriptive with case study approach in-depth interview technique. The subjects of this research are five students of the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Vocational Education
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Wu, Ting-Ting; Chen, Jian-Ming – Journal of Educational Computing Research, 2022
Many countries have incorporated computational thinking (CT) and programming languages into their science and technology courses. Students can improve their CT ability by learning programming languages. Moreover, situated learning enables students to generate knowledge and master problem-solving skills through interaction with situations. This…
Descriptors: Computer Software, Thinking Skills, Programming, Situated Learning
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Ragonis, Noa; Shilo, Gila – Journal of Information Technology Education: Research, 2018
Aim/Purpose: Research shows that students encounter difficulties in identifying the structure of argumentation texts and in understanding the main message of the argument. The research examined the effect that learning Logic Programming (LP), while applying logic inference, has on students' understanding of argumentation texts. Background:…
Descriptors: Persuasive Discourse, Computer Science, Inferences, Student Attitudes
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Nasser-Abu Alhija, Fadia; Levi-Eliyahu, Orna – Computer Science Education, 2019
Background and Context: Understanding the effects of learner characteristics and perceived learning environment on achievement in academic fields including Computer Science (CS) is of critical importance. Objective: This study aimed at testing a hypothesized model of achievement in CS in terms of the learner and the learning environment…
Descriptors: Computer Science Education, Grade 11, Grade 12, High School Students
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Liebenberg, Janet; Mentz, Elsa; Breed, Betty – Computer Science Education, 2012
This paper reports on a qualitative study that examined how pair programming shapes the experience of secondary school girls taking IT as a subject, with respect to their enjoyment of programming and the subject itself. The study involved six Grade 11 girls who were doing solo programming in Grade 10 and pair programming in their following Grade.…
Descriptors: Foreign Countries, Females, Information Technology, Student Attitudes
Tuncay, Nazime; Ekizoglu, Nihat – Online Submission, 2010
Experiencing FPBL (Free Project Based Learning) can develop effective content delivery for both teachers and students. With FPBL where students are free to choose their own projects they become intrinsically more motivated and self-confident. In this research study two groups (control group and experiment group) of students are used and two exams…
Descriptors: Achievement Gap, Student Projects, Active Learning, Student Empowerment
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Chang, Ling-Chian; Lee, Greg C. – Computers & Education, 2010
Project-based learning (PBL) is a highly effective means of motivating students to learn independently. However, training or encouraging teachers to practice PBL in their classrooms is challenging, especially if the educational system does not accommodate creative teaching practices. In particular, in a test-driven educational system, time…
Descriptors: Student Projects, Models, Cooperation, Active Learning