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Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
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Chang, Chih-Kai – Journal of Educational Computing Research, 2014
Scratch, a visual programming language, was used in many studies in computer science education. Most of them reported positive results by integrating Scratch into K-12 computer courses. However, the object-oriented concept, one of the important computational thinking skills, is not represented well in Scratch. Alice, another visual programming…
Descriptors: Foreign Countries, College Freshmen, Information Technology, Computer Science Education
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Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine – Educational Technology & Society, 2013
Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…
Descriptors: Assignments, Computer Science, Program Evaluation, Computer Software
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Lu, Owen H. T.; Huang, Jeff C. H.; Huang, Anna Y. Q.; Yang, Stephen J. H. – Interactive Learning Environments, 2017
As information technology continues to evolve rapidly, programming skills become increasingly crucial. To be able to construct superb programming skills, the training must begin before college or even senior high school. However, when developing comprehensive training programmers, the learning and teaching processes must be considered. In order to…
Descriptors: Learner Engagement, Outcomes of Education, Online Courses, Educational Research
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Chen, Ling-Hsiu – Computers & Education, 2011
Although conventional student assessments are extremely convenient for calculating student scores, they do not conceptualize how students organize their knowledge. Therefore, teachers and students rarely understand how to improve their future learning progress. The limitations of conventional testing methods indicate the importance of accurately…
Descriptors: Foreign Countries, Educational Technology, Cognitive Style, Self Efficacy
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Liu, Chen-Chung; Lin, Chia-Ching; Chang, Chun-Yi; Chao, Po-Yao – Educational Technology & Society, 2014
Creative Commons (CC) mechanism has been suggested as a potential means to foster a reliable environment for online knowledge sharing activity. This study investigates the role of the CC mechanism in supporting knowledge sharing among a group of university students studying programming from the perspectives of social cognitive and social capital…
Descriptors: Foreign Countries, Information Transfer, Information Dissemination, Sharing Behavior
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Liu, Hsin-Yu; Wang, Wen-June; Wang, Rong-Jyue – IEEE Transactions on Education, 2011
An introductory course for humanoid robot motion realization for undergraduate and graduate students is presented in this study. The basic operations of AX-12 motors and the mechanics combination of a 16 degrees-of-freedom (DOF) humanoid robot are presented first. The main concepts of multilink systems, zero moment point (ZMP), and feedback…
Descriptors: Foreign Countries, Programming, Feedback (Response), Educational Strategies
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Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation