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Showing 1 to 15 of 352 results Save | Export
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Jinshui Wang; Shuguang Chen; Zhengyi Tang; Pengchen Lin; Yupeng Wang – Education and Information Technologies, 2025
Mastering SQL programming skills is fundamental in computer science education, and Online Judging Systems (OJS) play a critical role in automatically assessing SQL codes, improving the accuracy and efficiency of evaluations. However, these systems are vulnerable to manipulation by students who can submit "cheating codes" that pass the…
Descriptors: Programming, Computer Science Education, Cheating, Computer Assisted Testing
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Xin Gong; Weiqi Xu; Ailing Qiao; Zhixia Li – Journal of Computer Assisted Learning, 2025
Background: Robot programming can simultaneously cultivate learners' computational thinking (CT) and spatial thinking (ST). However, there is a noticeable gap in research focusing on the micro-level development patterns of learners' CT and ST and their interconnections. Objectives: This study aims to uncover the intricate development patterns and…
Descriptors: Mental Computation, Thinking Skills, Skill Development, Robotics
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Remsh Nasser Alqahtani; Ahmad Zaid Almassaad – Education and Information Technologies, 2025
The aim of research is to reveal the effect of a training program based on the TAWOCK model for teaching computational thinking skills on teaching self-efficacy among computer teachers. It used the quasi-experimental approach, with a pre-test and post-test design with a control group. An electronic training program based on the TAWOCK model was…
Descriptors: Models, Teaching Methods, Computation, Thinking Skills
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Ailsa Zayyan Salsabila; R. Yugo Kartono Isal; Harry B. Santoso – Journal of Educators Online, 2025
This study aims to provide recommendations for interaction design to enhance students' task interpretation, as one of the crucial aspects of Self-Regulated Learning (SRL) in online learning environments. Utilizing the Engineering Design Metacognitive Questionnaire (EDMQ), open-ended questions, and in-depth interviews, this study examines the…
Descriptors: Learning Processes, Electronic Learning, College Students, Computer Science Education
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Li Feng; Xiaoqing Shen; Zhaoyuan Xie; Xiaohui Yan – Education and Information Technologies, 2025
Gamification mechanisms have been increasingly integrated into educational environments to enhance learner's engagement and improve the effectiveness of online courses. However, the precise effects of gamification on learner's engagement, including the factors that influence this behavior, remain under-explored. This study addresses this gap by…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
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Rahaman, Md. Afzalur; Hoque, Abu Sayed Md. Latiful – International Journal of Learning Technology, 2022
For the last decades, programming courses are being taught in nearly every educational sector. Students are now more likely to use an e-learning platform compared to traditional system because of lower internet costs, remote access, and faster communication facilities. For a programming course studied in both manual and e-learning platforms,…
Descriptors: Evaluation Methods, Programming, Assignments, Automation
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Meina Zhu; Min Young Doo; Sara Masoud; Yaoxian Huang – Education and Information Technologies, 2025
This study examines the influences of learners' motivation, self-monitoring, and self-management on learning satisfaction in online learning environments. The participants were 185 undergraduates and 99 graduate students majoring in computer science and engineering. The participants' motivation, self-monitoring, self-management, and learning…
Descriptors: Student Satisfaction, Differences, Undergraduate Students, Graduate Students
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Multazam, Muhammad; Syahrial, Zulfiati; Rusmono – Turkish Online Journal of Distance Education, 2023
Web programming courses are practical courses that can only run with the help of computer devices. The content or learning content in web programming courses is in program code directly created with a computer. The models developed include conceptual models, procedural models, and physical models. The research method used is Research and…
Descriptors: Computer Science Education, Programming, Models, Practicums
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O. S. Adewale; O. C. Agbonifo; E. O. Ibam; A. I. Makinde; O. K. Boyinbode; B. A. Ojokoh; O. Olabode; M. S. Omirin; S. O. Olatunji – Interactive Learning Environments, 2024
With the advent of technological advancement in learning, such as context-awareness, ubiquity and personalisation, various innovations in teaching and learning have led to improved learning. This research paper aims to develop a system that supports personalised learning through adaptive content, adaptive learning path and context awareness to…
Descriptors: Cognitive Style, Individualized Instruction, Learning Processes, Preferences
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Tri Puspa Rinjeni; Nur Aini Rakhmawati; Reny Nadlifatin – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test. Background: Incorporating information technology in education has led to the introduction…
Descriptors: Foreign Countries, Personality Measures, College Students, Information Systems
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Fulya Kula; Nelly Litvak; Tracy S. Craig – IEEE Transactions on Education, 2024
The sample mean in statistics is a concept of great importance, with its properties being extensively utilized in other areas, such as computer science. This research centers on the concept of the sample mean and its characteristics in a cohort of computer engineering students undertaking a required course in statistics at a university in the…
Descriptors: Computer Science Education, Engineering Education, Learning Processes, Statistics
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Cheng, Yu-Ping; Cheng, Shu-Chen; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2022
Online learning has been widely discussed in education research, and open educational resources have become an increasingly popular way to help learners acquire knowledge. However, these resources contain massive amounts of information, making it difficult for learners to identify Web articles that refer to computer science knowledge. This study…
Descriptors: Internet, Online Searching, Information Retrieval, Artificial Intelligence
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Beaudoin, Laurent; Avanthey, Loïca – Education and Information Technologies, 2023
In this article, we present an educational reform we implemented a few years ago to respond to a marked drop in the success of students entering higher education in computer science. The main objective of our reform is to adapt the teaching methods of Generation X-Y to Generation Y-Z or more. To do this, we propose two approaches. First, to make…
Descriptors: Digital Literacy, Computer Science Education, Electronic Learning, Distance Education
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Dwi Maryono; Sajidan; Muhammad Akhyar; Sarwanto; Bayu Tri Wicaksono; Nurcahya Pradana Taufik Prakisya – Discover Education, 2025
This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student's proficiency levels, while gamification elements…
Descriptors: Career and Technical Education Schools, High Schools, High School Students, Electronic Learning
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Slaviša Radovic; Niels Seidel; Joerg M. Haake; Regina Kasakowskij – Journal of Computer Assisted Learning, 2024
Background: Self-assessment serves to improve learning through timely feedback on one's solution and iterative refinement as a way to improve one's competence. However, the complexity of the self-assessment process is widely recognized, as well as that students can benefit from it only if their assessment is accurate enough. Objectives: In order…
Descriptors: Self Evaluation (Individuals), Distance Education, Student Behavior, Accuracy
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