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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
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Cevahir, Hakan; Özdemir, Muzaffer; Baturay, Meltem Huri – Participatory Educational Research, 2022
This study examines the effect of using animation-based worked examples (ARAWEs) that are prepared using Augmented Reality (AR) technology instead of using traditional paper-based worked examples (TWEs) on the achievement, motivation, and attitude of high school students during their programming education. The research was designed through the…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
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Dogan, Alev; Uluay, Gülsah – International Journal of Curriculum and Instruction, 2021
In the digital world, where robotics implementations are taking a place in educational processes with increasing acceleration, it is important that pre-service teachers gain competences in this field that addresses the needs of the future. From this point of view, the aim of this study is to design an activity process in which pre-service science…
Descriptors: Preservice Teachers, Science Teachers, Preservice Teacher Education, Teacher Competencies