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Showing 1 to 15 of 41 results Save | Export
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Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
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Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers
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Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
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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
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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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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Tsai, Fu-Hsing; Hsiao, Hsien-Sheng; Yu, Kuang-Chao; Lin, Kuen-Yi – International Journal of Technology and Design Education, 2022
In order to reflect on the lack of developing content knowledge of technology education in Taiwan's primary teacher education, the main aim of this study was to develop a STEM-based game-design project for helping preservice primary teachers acquire computational thinking concepts in a teacher education course and to evaluate its effectiveness.…
Descriptors: Foreign Countries, STEM Education, Game Based Learning, Design
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Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
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Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
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Bjursten, Eva-Lena; Nilsson, Tor; Gumaelius, Lena – International Journal of Technology and Design Education, 2023
There is a recognized need for research on how to teach computer programming in primary schools in Sweden grades 4-6 (10-12-year-old pupils). Studies of teaching show the importance of teachers' knowledge of content and pedagogy and how these two parts affect each other (i.e. pedagogical content knowledge [PCK]). Most teachers in Sweden have…
Descriptors: Computer Science Education, Programming, Technological Literacy, Pedagogical Content Knowledge
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Spieler, Bernadette; Grandl, Maria; Ebner, Martin; Slany, Wolfgang – Electronic Journal of e-Learning, 2020
Knowledge in Computer Science (CS) is essential, and companies have increased their demands for CS professionals. Despite this, many jobs remain vacant. Furthermore, computational thinking (CT) skills are required in all contexts of problem solving. A further serious problem arises from the gender disparity in technology related fields. Even if…
Descriptors: Computer Science Education, Online Courses, College Freshmen, Foreign Countries
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