NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Danaher, Maurice; Schoepp, Kevin; Kranov, Ashley Ater – Journal of Information Technology Education: Research, 2019
Aim/Purpose: Assessing non-technical skills is very difficult and current approaches typically assess the skills separately. There is a need for better quality assessment of these skills at undergraduate and postgraduate levels. Background: A method has been developed for the computing discipline that assesses all six non-technical skills…
Descriptors: College Students, Student Evaluation, Skill Development, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Mahaney, Robert C.; Fisher, James H. – Journal of Information Technology Education: Research, 2019
Aim/Purpose: At a public, higher education program in information technology, faculty are frequently asked to evaluate their curricula concerning: course content, the matriculation experience, where and in what capacity graduates are employed, and future academic initiatives developed to keep pace with changes in technology. The problem is…
Descriptors: Computer Science Education, Information Systems, Curriculum Development, Information Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
Peer reviewed Peer reviewed
Direct linkDirect link
Downey, James P.; Kher, Hemant V. – Journal of Information Technology Education: Research, 2015
Technology training in the classroom is critical in preparing students for upper level classes as well as professional careers, especially in fields such as technology. One of the key enablers to this process is computer self-efficacy (CSE), which has an extensive stream of empirical research. Despite this, one of the missing pieces is how CSE…
Descriptors: Longitudinal Studies, Computer Literacy, Self Efficacy, Technology Education