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Icy Zhang; Yunqi Jia; Xiaoxuan Cheng; Ji Y. Son; James W. Stigler – Journal of Educational Computing Research, 2025
Although programming is often learned through formal instruction or self-paced tutorials, informal learning, for example, through publicly available online documentation, is also a significant resource for skill development among novices. However, many novices struggle to extract useful information from documentation. This work aims to answer two…
Descriptors: Programming, Novices, Informal Education, Documentation
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Albó, Laia; Barria-Pineda, Jordan; Brusilovsky, Peter; Hernández-Leo, Davinia – International Journal of Artificial Intelligence in Education, 2022
Over the last 10 years, learning analytics have provided educators with both dashboards and tools to understand student behaviors within specific technological environments. However, there is a lack of work to support educators in making data-informed design decisions when designing a blended course and planning appropriate learning activities. In…
Descriptors: Learning Analytics, Visual Aids, Design, Learning Activities
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Kevin Slonka; Matthew North; Neelima Bhatnagar; Anthony Serapiglia – Information Systems Education Journal, 2025
Continuing to fill the literature gap, this research replicated and expands a prior study of student performance in database normalization in an introductory database course. The data was collected from four different universities, each having different prerequisite courses for their database course. Student performance on a database normalization…
Descriptors: Required Courses, Academic Achievement, Information Systems, Databases
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Hawlitschek, Anja; Berndt, Sarah; Schulz, Sandra – Computer Science Education, 2023
Background and Context: Pair programming is an important approach to fostering students' programming and collaborative learning skills. However, the empirical findings on pair programming are mixed, especially concerning effective instructional design. Objective: The objective of this literature review is to provide lecturers with systematic…
Descriptors: Cooperative Learning, Programming, Computer Science Education, College Students
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Li, Qiang; Liu, Ze-xue; Wang, Peng; Wang, Jing-jing; Luo, Tian – Education and Information Technologies, 2023
Computational thinking (CT) and design thinking (DT) are critical tools for students to improve their problem-solving abilities. CT is most commonly used in science and technology fields such as computer science and mathematics, whereas DT is more commonly used in the design field. This study evaluates the impact of art programming education on…
Descriptors: College Students, Art Education, Design, Thinking Skills
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Lakshminarayanan, Srinivasan; Rao, N. J. – Cogent Education, 2021
CS1 courses are designed in Indian Institutions as a lecture course of three to four credits and one credit lab course. The issues related to curriculum design, instruction design, and students' learning manifest themselves as issues in the lab programs. This situation presents the lab instructor with an opportunity to understand and address the…
Descriptors: Computer Science Education, Teaching Methods, Programming, Programming Languages
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Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2023
As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor's degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain…
Descriptors: Classification, Video Games, Bachelors Degrees, College Curriculum
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Ruijie Zhou; Chong Xie; Xiuling He; Yangyang Li; Qiong Fan; Ying Yu; Zhonghua Yan – Journal of Educational Computing Research, 2024
Computational thinking (CT), an essential competency for comprehending and addressing intricate issues in the digital world, has been incorporated into curriculum planning as a goal for programming education. This study introduced flow design into programming curricula to investigate its impact on undergraduates 'CT skills during pair work. Two…
Descriptors: Undergraduate Students, Thinking Skills, Computation, Programming
Catherine Barbara Acitelli – ProQuest LLC, 2022
The field of Cryptography is rapidly evolving, and the development of quantum computers is on the rise. Lattice-based cryptosystems are promising candidates for quantum resistance, and it is the responsibility of institutions to prepare students for related careers. Undergraduate students in mathematics and mathematics-adjacent fields can -- and…
Descriptors: Undergraduate Study, Curriculum Design, Technology, Coding
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Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
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Shahrasbi, Nasser; Jin, Leigh; Zheng, Wei-Jun – Journal of Information Systems Education, 2021
The growth in the tech industry in recent years has increased business major students' interest in software programming and app development. However, the traditional way of teaching these courses involves intensive coding exercises and little interaction among students. These methods often discourage the students due to the slow learning curve and…
Descriptors: Design, Computer Oriented Programs, Computer Software, Programming
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Sabjan, Aniza; Wahab, Alawiyah Abd; Ahmad, Azizah; Ahmad, Rahayu; Hassan, Syahida; Wahid, Juliana – Asian Journal of University Education, 2020
The purpose of this study is to investigate the quality design criteria for developing a Massive Open Online Course (MOOC). Currently, there are limited studies that highlight the required design criteria for the MOOC programming courses. A descriptive analysis was conducted to examine the characteristics of the three important quality design…
Descriptors: Online Courses, Educational Quality, Design Requirements, Instructional Design
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Nikolaos Pellas – Journal of Educational Computing Research, 2024
Educational technologists and practitioners have made substantial strides in developing affordable digital and tangible resources to support both formal and informal computer science instruction. However, there is a lack of research on practice-based assignments, such as Internet of Things (IoT) projects, that allow undergraduate students to…
Descriptors: Computation, Thinking Skills, Learning Motivation, Academic Persistence
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Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
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Umutlu, Duygu – Journal of Research on Technology in Education, 2022
This qualitative case study was designed to explore pre-service teachers' computational thinking and programming skills in an educational technology course in which block-based programming was introduced in a teacher education program. 12 teacher candidates from different subject areas participated in the study. The findings show that…
Descriptors: Preservice Teachers, Computation, Thinking Skills, Programming Languages
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