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Prateek Shekhar; Heydi Dominguez; Pramod Abichandani; Craig Iaboni – IEEE Transactions on Education, 2024
Purpose: The presented study was conducted to unpack high school students' motivational influences in engineering/computer science project-based learning (PjBL), using the attention, relevance, confidence, and satisfaction (ARCS) model of motivation as a conceptual framework. Methods: A qualitative research approach was used with student focus…
Descriptors: High School Students, Student Projects, Student Motivation, Learning Motivation
Anette Bentz; Bernhard Standl – Discover Education, 2022
With the increasing integration of computer science into school curricula, a growing number of pupils are coming into contact with this subject. To get as many pupils as possible interested in computer science, the teaching strategies and methods must meet the heterogeneous prerequisites of the pupils. The purpose of this paper is to find out how…
Descriptors: Secondary School Students, Student Attitudes, Preferences, Computer Science Education
Experiencing Enjoyment in Visual Programming Tasks Promotes Self-Efficacy and Reduces the Gender Gap
Robbert Smit; Rahel Schmid; Nicolas Robin – British Journal of Educational Technology, 2025
Secondary school students (N = 269) participated in a daylong visual programming course held in a stimulating environment for start-up enterprises. The tasks were application-oriented and partly creative. For example, a wearable device with light-emitting diodes, (ie, LEDs) could be applied to a T-shirt and used for optical messages. Our research…
Descriptors: Self Efficacy, Gender Differences, Prediction, Student Attitudes
Xiaodong Huang; Chengche Qiao – Science & Education, 2024
Artificial intelligence is the unification of philosophy, cognitive science, mathematics, neurophysiology, psychology, computer science, information theory, cybernetics, and uncertainty theory. Therefore, it is feasible and necessary to utilize STEAM (Science, Technology, Engineering, Liberal Arts, and Mathematics) education to learn artificial…
Descriptors: Thinking Skills, Artificial Intelligence, STEM Education, Art Education
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
Sonia Triana-Vera; Omar López-Vargas – Contemporary Educational Technology, 2025
This research aimed to determine the effects of motivational scaffolding and adaptive scaffolding on academic and online self-efficacy in learners interacting with a multimedia learning environment within the field of technology. The study involved 146 students from four tenth-grade classes at a public institution in the municipality of Soacha…
Descriptors: Self Efficacy, Electronic Learning, Scaffolding (Teaching Technique), High School Students
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Fang, Jian-Wen; Shao, Dan; Hwang, Gwo-Jen; Chang, Shao-Chen – Journal of Educational Computing Research, 2022
Scholars believe that computational thinking is one of the essential competencies of the 21st century and computer programming courses have been recognized as a potential means of fostering students' computational thinking. In tradition instruction, PFCT (problem identification, flow definition, coding, and testing) is a commonly adopted procedure…
Descriptors: Computation, Thinking Skills, Programming, Computer Science Education
Humble, Niklas – Education and Information Technologies, 2023
Due to increased need of professionals on the future labour market with competence in programming, many countries have integrated programming in kindergarten to grade 12 (K-12) education. In 2017, programming was integrated in Swedish primary and secondary school curriculum and the courses of Mathematics and Technology. Research has highlighted…
Descriptors: Secondary School Students, Mathematics Instruction, Programming, Teaching Methods
Damar Rais; Zhao Xuezhi – Journal on Mathematics Education, 2024
Python programming is widely employed in educational institutions worldwide. Within the "Merdeka Belajar" curriculum context, this programming is recognized as a suitable vehicle for mathematics instruction, significantly influencing students' motivation and learning outcomes, particularly following periods of educational hiatus. This…
Descriptors: Student Motivation, Learning Motivation, Programming Languages, Student Attitudes
Zhan, Zehui; He, Guoqing; Li, Tingting; He, Luyao; Xiang, Siyu – Journal of Computer Assisted Learning, 2022
Background: Group size is one of the important factors that affect collaborative learning, however, there is no consensus in the literature on how many students should the groups be composed of during the problem-solving process. Objectives: This study investigated the effect of group size in a K-12 introductory Artificial Intelligence course by…
Descriptors: Cognitive Ability, High School Students, Cooperative Learning, Artificial Intelligence
Wu, Ting-Ting; Chen, Jian-Ming – Journal of Educational Computing Research, 2022
Many countries have incorporated computational thinking (CT) and programming languages into their science and technology courses. Students can improve their CT ability by learning programming languages. Moreover, situated learning enables students to generate knowledge and master problem-solving skills through interaction with situations. This…
Descriptors: Computer Software, Thinking Skills, Programming, Situated Learning
Xiao, Jun; Cao, Mengying; Li, Xuejiao; Hansen, Preben – International Journal of Distance Education Technologies, 2020
Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware "Starry Sky Exploration--Eight Planets in the Solar System" and explored how AR can bring an immersive…
Descriptors: Courseware, Instructional Effectiveness, Computer Simulation, Astronomy
Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
de Aquino Leal, Alexis Vinícius; Ferreira, Deller James – International Journal of Information and Communication Technology Education, 2016
There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for learning in introductory programming courses. This paper presents a pedagogic approach in support of creativity in programming and the…
Descriptors: Foreign Countries, Secondary School Students, Computer Science Education, Programming
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