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Silvia García-Méndez; Francisco de Arriba-Pérez; Francisco J. González-Castaño – International Association for Development of the Information Society, 2023
Mobile learning or mLearning has become an essential tool in many fields in this digital era, among the ones educational training deserves special attention, that is, applied to both basic and higher education towards active, flexible, effective high-quality and continuous learning. However, despite the advances in Natural Language Processing…
Descriptors: Higher Education, Artificial Intelligence, Computer Software, Usability
Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
Tan, Wee Lum; Venema, Sven; Gonzalez, Ruben – International Association for Development of the Information Society, 2017
Transitioning to university is recognised as a challenging endeavour for commencing students. For commencing Computer Science students specifically, evidence suggests a link between poor performance in introductory technical courses, such as programming, and high attrition rates. Building resilience in students, particularly at the start of their…
Descriptors: College Freshmen, Computer Science Education, Programming, Introductory Courses
Kumalija, Elhard James; Fatih, Ymran; Sun, Yi – International Association for Development of the Information Society, 2019
Effectiveness of program visualization tools in teaching and learning programming is well documented. However most of program visualization tools are desktop applications, this study aims at investigating students' perception of program visualization on Android smartphones. Study result shows that program visualization using smartphones can arouse…
Descriptors: Student Attitudes, Visualization, Handheld Devices, Electronic Learning
Su, Chien-Yuan; Hu, Yue; Li, Yu-Hang – International Association for Development of the Information Society, 2019
In recent years, game-based programming tools (GBPTs) such as Code.org, Lightbot, and Cargo-Bot have been developed to help children worldwide better understand programming concepts through an interesting, enjoyable and visualizable programming learning experience. However, in-service teachers' perceptions regarding the use of these game-based…
Descriptors: Game Based Learning, Programming, Teacher Attitudes, Elementary Secondary Education
Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
Pierrot, Laëtitia; Michel, Christine; Broisin, Julien; Guin, Nathalie; Lefevre, Marie; Venant, Rémi – International Association for Development of the Information Society, 2021
Implementing remote and blended higher education courses motivated the design for new support services for autonomous learning. Thus, combining a competence-based approach and self-regulation, the COMPER project offers a service to be used in addition to the courses. It consists of a graphical presentation of the learners' competency profile…
Descriptors: Metacognition, Learning Strategies, Blended Learning, Distance Education
Hodaie, Zardosht; Taheri, Sajjad; Brügge, Bernd – International Association for Development of the Information Society, 2019
MIRELE is an interactive tabletop for situated domain learning that helps students learn names of the physical objects and their relationships by projecting the names, relationships, and additional information onto the real objects. It is built based on a camera-projector system and offers a domain-independent fast authoring system. Using the…
Descriptors: Situated Learning, Vocabulary Development, Interactive Video, Usability
Maranga, Jemar Jude A.; Matugas, Leilla Keith J.; Lim, Jorge Frederick W.; Romana, Cherry Lyn C. Sta. – International Association for Development of the Information Society, 2019
Teaching an introductory programming course to an average of 40 students while monitoring their performance can be a challenge for instructors. Preparing coding exercises with test cases and checking students' programs can prove to be time consuming at times. Moreover, programming has been known to be quite difficult for students to learn. To…
Descriptors: Online Courses, Programming Languages, Introductory Courses, Computer Science Education
Baloyi, Leonah L.; Ojo, Sunday O.; Van Wyk, Etienne A. – International Association for Development of the Information Society, 2017
Teaching and learning programming has presented many challenges in institutions of higher learning worldwide. Teaching and learning programming require cognitive reasoning, mainly due to the fundamental reality that the underlying concepts are complex and abstract. As a result, many institutions of higher learning are faced with low success rates…
Descriptors: Computer Science Education, Programming, Instructional Design, Interaction
Takemura, Atsushi – International Association for Development of the Information Society, 2015
This paper proposes a novel e-Learning system for learning electronic circuit making and programming a microcontroller to control a robot. The proposed e-Learning system comprises a virtual-circuit-making function for the construction of circuits with a versatile, Arduino microcontroller and an educational system that can simulate behaviors of…
Descriptors: Electronic Learning, Engineering Education, Electronics, Equipment
Mbogo, Chao; Blake, Edwin; Suleman, Hussein – International Association for Development of the Information Society, 2014
The aim of this paper is to explore the use of an application that scaffolds the constructions of programs on a mobile device. The application was developed to support novice learners of programming outside the classroom. This paper reports on results of a first experiment conducted to evaluate the mobile application. The main research questions…
Descriptors: Foreign Countries, Programming, Scaffolding (Teaching Technique), Questionnaires
Khan, Arshia – International Association for Development of the Information Society, 2014
Integrated curricula and experiential learning are the main ingredients to the recipe to improve student learning in higher education. In the academic computer science world it is mostly assumed that this experiential learning takes place at a business as an internship experience. The intent of this paper is to schism the traditional understanding…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Magal-Royo, Teresa; Gimenez-Lopez, Jose Luis; Pairy, Blas; Garcia-Laborda, Jesus; Gonzalez-Del Rio, Jimena – Online Submission, 2011
The current development of educational applications for language learning has experienced a qualitative change in the criteria of interaction between users and devices due to the technological advances of input and output data through keyboard, mouse, stylus, tactile screen, etc. The multiple interactions generated in a natural way by humans…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Educational Technology