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Seongyune Choi; Hyeoncheol Kim – Education and Information Technologies, 2025
Attention to programming education from K-12 to higher education has been growing with the aim of fostering students' programming ability. This ability involves employing appropriate algorithms and computer codes to solve problems and can be enhanced through practical learning. However, in a formal educational setting, it is challenging to provide…
Descriptors: Foreign Countries, High School Freshmen, Programming, Artificial Intelligence
Arif Akçay; Arif Altun – Education and Information Technologies, 2024
Debugging is an intellectually rich and a challenging process when learning a programming language. This process is important for increasing the quality of the program and making it functional. Debugging, by its nature, is thought to be a practice with a state of focus and concentration. This study explored whether the debugging performance could…
Descriptors: Attention, Networks, Troubleshooting, Programming
Hui-Zhi Hu; Li-Guo Zhang; Jia-Hua Zhang; Di Zhang; Jia-Rui Xie – Education and Information Technologies, 2025
Computer Science (CS) is a vital subject in K-12 education, and acquiring proficiency in CS is essential for nurturing talent. However, current teaching practices often rely on standardized tests to evaluate academic performance, which may not offer a comprehensive and multidimensional assessment of students' competency in learning CS.…
Descriptors: Evaluation Methods, Student Evaluation, Competence, Computer Literacy
Goudouris, Cesar; de Abreu Mol, Antônio Carlos; Legey, Ana Paula; de Carvalho, Paulo Victor Rodrigues; Freire, Joana Loureiro; Martins, Bianca Maria Rego; Jatobá, Alessandro – Education and Information Technologies, 2020
Teaching computer programming to children and adolescents has become popular in recent years. This popularity has resulted in increased research into techniques for teaching introductory programming using visual languages, especially block-based languages. This study aims to explore new possibilities for teaching programming by adopting a hybrid…
Descriptors: High School Students, Computer Science Education, Programming, Teaching Methods
Shmallo, Ronit; Ragonis, Noa – Education and Information Technologies, 2021
The paper presents research that aims to expose students' understanding of the "this" reference in object-oriented programming. The study was conducted with high school students (N = 86) and college engineering students (N = 77). Conceptualization of "this" reflects an understanding of objects in general and involves aspects of…
Descriptors: Computer Science Education, Programming, High School Students, College Students
Xin Gong; Zhixia Li; Ailing Qiao – Education and Information Technologies, 2025
Feedback is crucial during programming problem solving, but context often lacks critical and difference. Generative artificial intelligence dialogic feedback (GenAIDF) has the potential to enhance learners' experience through dialogue, but its effectiveness remains sufficiently underexplored in empirical research. This study employed a rigorous…
Descriptors: Artificial Intelligence, Technology Uses in Education, Dialogs (Language), Feedback (Response)
Haipeng Wan; Xue Zhang; Xinxue Yang; Shan Li – Education and Information Technologies, 2024
This study investigated the impact of problematization-oriented scaffolding and structuring-oriented scaffolding, incorporated within instructional videos, on students' computational thinking and their performance in programming education. We recruited 86 participants from three senior classes at a high school. Each of the three classes was…
Descriptors: Scaffolding (Teaching Technique), Instructional Design, Thinking Skills, Computer Science Education
Zhadyra Akhatayeva; Kakim Sagindykov; Bazarbek Mukushev; Nurgul Kurmangaliyeva; Ardak Karipzhanova – Education and Information Technologies, 2024
The goal of the study is to create Visual Basic and MATHCAD apps to create programs that show the core force using physical forces as an example. The research subjects are high school teachers and students; the inherent context is high school STEM courses. Programs for computer visualization have been developed, and theoretical investigations have…
Descriptors: High School Teachers, High School Students, STEM Education, Computer Uses in Education
Unal, Alper; Topu, Fatma Burcu – Education and Information Technologies, 2021
In this study, based on quasi-experimental research, was investigated the effects of teaching Python programming language via Blockly tool, which had hybrid interface, on students' computer programming anxiety, cognitive load level, and achievement. Participants were 90 high school students, 44 of them in experimental group (hybrid interface) and…
Descriptors: Instructional Effectiveness, Computer Science Education, Computer Interfaces, Programming Languages
Goswami, Bishnu; Pal, Sarmila – Education and Information Technologies, 2022
We introduce two new software tools, Bongojontro and Bongojontro Baksobandi, aimed at reducing the barriers to programming for native speakers of Bengali, the fifth most spoken language in the world. The highlights of these software include programming in the native language of Bengali, simpler construction of programs which is friendly for…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Indo European Languages
Aimicheva, G.; Kopeyev, Zh.; Ordabayeva, Zh.; Tokzhigitova, N.; Akimova, S. – Education and Information Technologies, 2020
The article is devoted to the issues of teaching mobile application development and, as a consequence, training of highly qualified in-demand mobile developers. Nowadays, training professional mobile developers is a crucial task all over the world. The researchers emphasize the complexity of mobile application development associated with its…
Descriptors: Teaching Methods, Telecommunications, Handheld Devices, Undergraduate Students
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design