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Dhaifallah Saleh Alsuhaymi; Ohood Mohammed Alotaibi – Journal of Education and e-Learning Research, 2023
This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer…
Descriptors: Gamification, Programming, Academic Achievement, Student Motivation
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Fehaid Lafi Alshammari – Journal of Education and e-Learning Research, 2024
Microlearning is a modern learning modality that has been adopted in recent years for student education. This study aimed to reveal the effect of video-based microlearning on the development of programming skills and technology acceptance among intermediate school students. The study used a quasi-experimental design for two groups. A technology…
Descriptors: Foreign Countries, Middle School Students, Programming, Computer Science Education
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Al-Malki, Laila; Meccawy, Maram – Computers in the Schools, 2022
In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female…
Descriptors: Academic Achievement, Student Motivation, Computer Science Education, Programming
Al-Jarf, Reima – Online Submission, 2023
This study aimed to explore the magazines and topics that female college students like to read, and the topics that senior and junior high school reading textbooks contain. Findings of questionnaire-surveys with female college students at King Saud University revealed that 77% of the students read women's magazines; 77% like to read about fashion…
Descriptors: Females, Islam, Religious Factors, Foreign Countries
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Alhassan, Riyadh – Journal of Education and Practice, 2017
The purpose of this study was to examine the effect of employing self-explanation learning strategy supported with Worked Examples on acquiring computer programing skills among freshmen high school students. The study adopted a quasi-experimental method, where an experimental group (n = 33) used the self-explanation strategy supported with worked…
Descriptors: Computer Science Education, Learning Strategies, High School Freshmen, Skill Development