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Maximiliano Paredes-Velasco; Isaac Lozano-Osorio; Diana Perez-Marin; Liliana Patricia Santacruz-Valencia – IEEE Transactions on Learning Technologies, 2024
Teaching programming is a topic that has generated a high level of interest among researchers in recent decades. In particular, multiple approaches to teaching visual programming have been explored, from the use of tools such as Scratch, robots, unplugged programming, or activities for the development of computational thinking. Despite the wide…
Descriptors: Visual Aids, Programming, Intelligent Tutoring Systems, Computer Oriented Programs
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Liu, Yi-Chun; Wang, Wei-Tsong; Huang, Wen-Hsin – Education and Information Technologies, 2023
Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students' learning. However, studies that specifically examine the effects of game quality and different types of cognitive loads on learning effectiveness in MGBL contexts are scarce. Therefore, this study aims to address this…
Descriptors: Video Games, Cognitive Processes, Difficulty Level, Academic Achievement
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Ding-Chau Wang; Yong-Ming Huang – Interactive Learning Environments, 2024
Tiny and affordable computers (e.g. Raspberry Pi and Arduino) have been widely applied to technology-enhanced hands-on learning (THL). However, little scholarly attention has been devoted to the key factors behind students' performance in THL contexts. Therefore, this study not only helped the participants learn computer science through THL, but…
Descriptors: Handheld Devices, Self Efficacy, Educational Technology, Computer Science Education
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Riad, A. B. M. Kamrul; Islam, Md Saiful; Shahriar, Hossain; Zhang, Chi; Valero, Maria; Sneha, Sweta; Ahamed, Sheikh – Information Systems Education Journal, 2021
Mobile device security has become increasingly important in mobile computing. Since the mobile devices and applications are growing rapidly, the security threats are intensified due to mobile app flaws and lack of security consideration in early stages of software development. The unsecure software development process creates a serious weak path…
Descriptors: Handheld Devices, Computer Security, Computer Software, Computer Science Education
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Fuentes, Pablo; Camarero, Cristobal; Herreros, David; Mateev, Vladimir; Vallejo, Fernando; Martinez, Carmen – IEEE Transactions on Learning Technologies, 2022
Understanding the architecture of a processor can be uninteresting and deterring for computer science students, since low-level details of computer architecture are often perceived to lack real-world impact. These courses typically have a strong practical component where students learn the fundamentals of the computer architecture and the handling…
Descriptors: Computer Science Education, Computer System Design, Programming Languages, Fatigue (Biology)
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Karaoglan Yilmaz, Fatma Gizem – Technology, Pedagogy and Education, 2022
The purpose of this study is to examine the effect of student satisfaction on students' engagement and motivation in a mobile-based flipped classroom. A total of 222 university students taking the Computing I course designed as a mobile-based flipped classroom were recruited. Data were collected through three self-report instruments: the…
Descriptors: Flipped Classroom, Learner Engagement, Student Motivation, Student Satisfaction
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Peixoto, Maria Joelma; Duarte, Paulo A. S.; Araújo, Pedro T.; Pinto, Pedro I. C.; Sarmento, Wellington W. F.; Trinta, Fernando A. M.; Viana, Windson – Informatics in Education, 2020
Mark Weiser coined the term Ubiquitous Computing (UbiComp) describing a future in which everyday life-objects would have embedded computers providing services anytime and anywhere. This paradigm is theme recurrent in many graduate courses of Computer Science around the world. To better understand the challenge of teaching Ubiquitous Computing…
Descriptors: Computer Science Education, Teaching Methods, Handheld Devices, Measurement Equipment
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Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
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Aziman Abdullah – International Society for Technology, Education, and Science, 2023
This study explores the potential of using screen time data in learning management systems (LMS) to estimate student learning time (SLT) and validate the credit value of courses. Gathering comprehensive data on actual student learning time is difficult, so this study uses LMS Moodle logs from a computer programming course with 490 students over 16…
Descriptors: Time Factors (Learning), Handheld Devices, Computer Use, Television Viewing
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Sirakaya, Didem Alsancak – International Journal of Computer Science Education in Schools, 2020
This research aims to determine the change in students' computational thinking skills according to their ICT and mobile technology experience and frequency of use. The sample of the study, designed with the survey model, consisted of 269 students attending a vocational school of higher education. Data were collected using the Computational…
Descriptors: Thinking Skills, Information Technology, Handheld Devices, Electronic Learning
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Pishtari, Gerti; Prieto, Luis P.; Rodriguez-Triana, Maria Jesus; Martinez-Maldonado, Roberto – Journal of Learning Analytics, 2022
This research was triggered by the identified need in literature for large-scale studies about the kinds of designs that teachers create for mobile learning (m-learning). These studies require analyses of large datasets of learning designs. The common approach followed by researchers when analyzing designs has been to manually classify them…
Descriptors: Scaling, Classification, Context Effect, Telecommunications
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
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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
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Cochrane, Thomas; Narayan, Vickel; Aiello, Stephen; Alizadeh, Mehrasa; Birt, James; Bone, Elisa; Cowie, Neil; Cowling, Michael; Deneen, Chris; Goldacre, Paul; Sinfield, David; Stretton, Todd; Worthington, Tom – Australasian Journal of Educational Technology, 2022
Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a…
Descriptors: Electronic Learning, Handheld Devices, Instructional Design, Foreign Countries
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Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
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