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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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Ankora, Carlos; Bolatimi, Stephen Oladagba; Bensah, Lily; Mahama, Francois; Kuadey, Noble Arden; Adu, Adolph Sedem Yaw; Adjei, Laurene – Journal of Computer Assisted Learning, 2023
Background: The degree to which Computer Science (CS) and Information Communication Technology (ICT) students are motivated to learn greatly impacts their study habits, academic achievement in school and ultimately their job prospects. In recent times, skills in programming languages have become vital in searching for employment. Objective: This…
Descriptors: College Students, Student Motivation, Course Selection (Students), Programming Languages
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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Fegely, Alex; Tang, Hengtao – Educational Technology Research and Development, 2022
The purpose of this convergent mixed-methods study was to evaluate the effect of educational robotics on pre-service teachers' programming comprehension and motivation. Computer science is increasingly being integrated into K-8 curricula. However, a shortage of teachers trained to teach basic computer science concepts remains unresolved. This…
Descriptors: Programming, Robotics, Preservice Teachers, Comprehension
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Peidi Gu; Zui Cheng; Cheng Miaoting; John Poggio; Yan Dong – Journal of Computer Assisted Learning, 2025
Background: Today, the importance of STEM (Science, Technology, Engineering and Mathematics) education and training is widely recognised and accepted. Computer programming courses have become essential in higher education to nurture students' programming, analysis and computational skills, which are vital for success in all STEM fields and areas.…
Descriptors: Active Learning, Student Projects, Individualized Instruction, Student Motivation
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Cam, Emre; Kiyici, Mubin – Journal of Educational Technology and Online Learning, 2022
Because of their traditional programming structures that have user-hostile interfaces and complicated syntax, programming languages education doesn't catch students' attention and most of them find programming difficult and consider it as a job that only professionals can do. In order to minimalize the difficulty and drawback and help students…
Descriptors: Robotics, Programming, Problem Solving, Student Motivation
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Hui Zhang; Haihan Zhang; Qian Zhang – Innovations in Education and Teaching International, 2024
Computer programming and municipal engineering (ME) students' specialised knowledge are still poorly integrated, leading to limited improvement of students' programming abilities. This paper describes an effective attempt in ME at Xi'an University of Architecture and Technology (XAUAT). Students were divided into several teams and required to…
Descriptors: Engineering Education, Municipalities, Skill Development, Universities
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Öztürk, Mücahit – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this study was to investigate the effect of self-regulated programming learning on undergraduate students' academic performance and motivation compared to traditional methods. Design/methodology/approach: This study was conducted with an explanatory sequential mixed method. Participants consist of 31 undergraduate students…
Descriptors: Undergraduate Students, Student Motivation, Academic Achievement, Independent Study
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Ayesha Sohail; Huma Akram – Pedagogical Research, 2025
The ability to properly evaluate one's own academic progress has long been considered a predictor of academic success. However, its distinctive role in the context of computational mathematics remains underexplored. Grounded in social cognitive theory, this study investigates the critical role of self-regulated learning (SRL) strategies in…
Descriptors: Undergraduate Students, Mathematics Education, Mathematics Achievement, Self Evaluation (Individuals)
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Shmallo, Ronit Shmallo; Shrot, Tammar – Journal of Information Systems Education, 2020
A class diagram is one of the most important diagrams of Unified Modeling Language (UML) and can be used for modeling the static structure of a software system. Learning from errors is a teaching approach based on the assumption that errors can promote learning. We applied a constructive approach of using errors in designing a UML class diagram in…
Descriptors: Programming Languages, Programming, Information Systems, Engineering Education
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Cárdenas-Cobo, Jesennia; Puris, Amilkar; Novoa-Hernández, Pavel; Galindo, José Angel; Benavides, David – IEEE Transactions on Learning Technologies, 2020
Learning computer programming is a challenging process. Among the current approaches for overcoming this challenge, visual programming languages (VPLs), such as Scratch, have shown very promising results for beginners. Interestingly, some higher education institutions have started to use VPLs to introduce basic programming concepts, mainly in CS1…
Descriptors: Computer Science Education, Programming, Programming Languages, Teaching Methods
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Fidan, Ayça; Sengel, Erhan – Journal of Educational Technology and Online Learning, 2022
Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students' opinions on gamification and on activities that were carried out to create a rich instructional…
Descriptors: Preservice Teachers, Teacher Attitudes, Gamification, Student Motivation
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Coto, Mayela; Mora, Sonia; Grass, Beatriz; Murillo-Morera, Juan – Computer Science Education, 2022
Background and context: Emotions are ubiquitous in academic settings and affect learning strategies, motivation to persevere, and academic outcomes, however they have not figured prominently in research on learning to program at the university level. Objective: To summarize the current knowledge available on the effect of emotions on students…
Descriptors: Programming, Computer Science Education, Psychological Patterns, Emotional Response
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Antti-Jussi Lakanen; Ville Isomöttönen – Informatics in Education, 2023
This research investigates university students' success in their first programming course (CS1) in relation to their motivation, mathematical ability, programming self-efficacy, and initial goal setting. To our knowledge, these constructs have not been measured in a single study before in the Finnish context. The selection of the constructs is in…
Descriptors: Foreign Countries, College Students, Student Motivation, Self Efficacy
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Bowman, Nicholas A.; Jarratt, Lindsay; Culver, K. C.; Segre, Alberto M. – ACM Transactions on Computing Education, 2021
Active and collaborative learning has shown considerable promise for improving student outcomes and reducing group disparities. As one common form of collaborative learning, pair programming is an adapted work practice implemented widely in higher education computing programs. In the classroom setting, it typically involves two computer science…
Descriptors: Programming, Cooperative Learning, Student Attitudes, Academic Achievement
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