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Pala, Ferhat Kadir; Mihci Türker, Pinar – Interactive Learning Environments, 2021
In this study, the effects of Arduino IDE and C++ programming languages were investigated on the computational thinking skills of preservice teachers. The Computational Thinking Skills Scale was administered to preservice teachers. Firstly, a basic programming training was given and then it was asked to create group projects on a voluntary basis.…
Descriptors: Programming, Computer Science Education, Computation, Thinking Skills
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
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Giebl, Saskia; Mena, Stefany; Storm, Benjamin C.; Bjork, Elizabeth Ligon; Bjork, Robert A. – Psychology Learning and Teaching, 2021
Technological advances have given us tools--Google, in particular--that can both augment and free up our cognitive resources. Research has demonstrated, however, that some cognitive costs may arise from our reliance on such external memories. We examined whether pretesting--asking participants to solve a problem before consulting Google for needed…
Descriptors: Internet, Retention (Psychology), Information Needs, Cognitive Processes
Alqahtani, Muteb M.; Hall, Jacob A.; Leventhal, Maryssa; Argila, Alyssa N. – Digital Experiences in Mathematics Education, 2022
While programming was introduced to mathematics classrooms in the 1980s, emerging robotic technologies have encouraged more widespread integration of these technologies to support the development of K-12 students' mathematical reasoning. The recent emphasis of programming and computational thinking in K-12 education has highlighted the need to…
Descriptors: Mathematics Instruction, Teaching Methods, Robotics, Pretests Posttests
Saltan, Fatih – Journal of Education and Learning, 2017
Online Algorithm Visualization (OAV) is one of the recent developments in the instructional technology field that aims to help students handle difficulties faced when they begin to learn programming. This study aims to investigate the effect of online algorithm visualization on students' achievement in the introduction to programming course. To…
Descriptors: Information Technology, Control Groups, Experimental Groups, Programming
Chenoweth, Tim; Corral, Karen; Scott, Kit – Journal of Information Systems Education, 2016
This study evaluates two content delivery options for teaching a programming language to determine whether an asynchronous format can achieve the same learning efficacy as a traditional lecture (face-to-face) format. We use media synchronicity theory as a guide to choose media capabilities to incorporate into an asynchronous tutorial used…
Descriptors: Feedback (Response), Programming, Programming Languages, Electronic Learning
Gençtürk, Abdullah Tarik; Korucu, Agah Tugrul – Higher Education Studies, 2017
It is observed that teacher candidates receiving education in the department of Computer and Instructional Technologies Education are not able to gain enough experience and knowledge in "Programming Languages" lesson. The goal of this study is to analyse the effects of web 2.0 technologies usage in programming languages lesson on the…
Descriptors: Web 2.0 Technologies, Programming Languages, Programming, Academic Achievement
Shaw, Ruey-Shiang – Journal of Educational Computing Research, 2019
This study focused on the relationships between knowledge mapping construction methods and learning performance. The different knowledge mapping methods (by experts vs. by self-learners) were assumed to achieve different learning performance levels. The results of this study show that neither different knowledge map construction methods nor…
Descriptors: Cognitive Style, Programming Languages, Correlation, Cognitive Mapping
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages
Wang, Gui Ping; Chen, Shu Yu; Yang, Xin; Feng, Rui – European Journal of Engineering Education, 2016
Practical abilities are important for students from majors including Computer Science and Engineering, and Electrical Engineering. Along with the popularity of ACM International Collegiate Programming Contest (ACM/ICPC) and other programming contests, online judge (OJ) websites achieve rapid development, thus providing a new kind of programming…
Descriptors: Competition, Programming, Programming Languages, Computer Science
Gökçe, Semirhan; Yenmez, Arzu Aydogan; Özpinar, Ilknur – International Education Studies, 2017
Recent developments in technology have changed the learner's profile and the learning outcomes. Today, with the emergence of higher-order thinking skills and computer literacy skills, teaching through traditional methods is likely to fail to achieve the learning outcomes. That is why; teachers and teacher candidates are expected to have computer…
Descriptors: Foreign Countries, Undergraduate Students, Mathematics Education, Elementary School Mathematics
Ueno, Maomi; Miyazawa, Yoshimitsu – IEEE Transactions on Learning Technologies, 2018
Over the past few decades, many studies conducted in the field of learning science have described that scaffolding plays an important role in human learning. To scaffold a learner efficiently, a teacher should predict how much support a learner must have to complete tasks and then decide the optimal degree of assistance to support the learner's…
Descriptors: Scaffolding (Teaching Technique), Prediction, Probability, Comparative Analysis