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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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
Lin, Fang-Li; Lin, Horng-Horng; Chang, Shing-Lin – IEEE Transactions on Education, 2023
There were few papers for interdisciplinary integration of Scratch programming, English learning, and local cultures as far as the digital animated E-book creation of elementary schools was concerned. This article proposes an interdisciplinary innovative teaching mode, with college students as teachers, Scratch programming and English learning as…
Descriptors: Programming, English (Second Language), Second Language Instruction, Interdisciplinary Approach
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Chuang, Po-Jen; Chiang, Ming-Chao; Yang, Chu-Sing; Tsai, Chun-Wei – Educational Technology & Society, 2012
In this paper, we propose a grouping strategy to enhance the learning and testing results of students, called Pairing Strategy (PS). The proposed method stems from the need of interactivity and the desire of cooperation in cooperative learning. Based on the social networks of students, PS provides members of the groups to learn from or mimic…
Descriptors: Foreign Countries, Questionnaires, Academic Achievement, Low Achievement
Chang, Kuo-En; Sung, Yao-Ting; Chang, Rey-Bin; Lin, Shui-Cheng – Educational Technology & Society, 2005
Concept maps are widely used in education, and have been acclaimed for their excellent results. For efficiently using concept maps in education, computer-based concept mapping systems have been developed. However these computer-based concept mapping systems are limited in their assessment algorithms. The assessment takes only concept nodes as the…
Descriptors: Concept Mapping, Program Effectiveness, Evaluation Methods, Evaluation Research