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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
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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Tran, Yune – Technology, Knowledge and Learning, 2018
The development of elementary-aged students' STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary-aged students need developmentally appropriate STEM integrated opportunities in the classroom;…
Descriptors: Elementary School Students, Computer Science Education, Computer Literacy, Programming
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Sung, Woonhee; Black, John B. – Journal of Research on Technology in Education, 2021
This study examined what factors might have a positive impact on students' learning outcomes in mathematical understanding and computational thinking skills. Specifically, whether the proposed instructional design combining computational perspectives and an embodied approach in mathematics learning improves (a) mathematics learning, (b)…
Descriptors: Instructional Design, Mathematics Instruction, Teaching Methods, Outcomes of Education
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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu – IEEE Transactions on Education, 2017
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…
Descriptors: Robotics, Educational Games, Programming, Teaching Methods
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Du, Jie; Wimmer, Hayden; Rada, Roy – Journal of Information Technology Education: Innovations in Practice, 2016
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students' attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two…
Descriptors: Undergraduate Students, Computer Science Education, Programming, Introductory Courses
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Cakiroglu, Unal – Turkish Online Journal of Educational Technology - TOJET, 2013
In order to facilitate students' understanding in introductory programming courses, different types of teaching approaches were conducted. In this study, a hybrid approach including comment first coding (CFC), analogy and template approaches were used. The goal was to investigate the effect of such a hybrid approach on students' understanding in…
Descriptors: Teaching Methods, Control Groups, Experimental Groups, Programming
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Gasaymeh, Al-Mothana M.; Aldalalah, Osamah M. – International Education Studies, 2013
This study aimed to investigate the impact of using Short Message Service (SMS) as learning support tool on students' learning in an introductory programming course. In addition, the study examined students' perceptions of the advantages and disadvantages of the use of SMS as a learning support tool in their class. The participants in this study…
Descriptors: Handheld Devices, Telecommunications, Written Language, Introductory Courses
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Martin, Taylor; Berland, Matthew; Benton, Tom; Smith, Carmen Petrick – Journal of Interactive Learning Research, 2013
In this paper, we present two studies examining how high school students learn to program in a mobile, social programming environment that we have developed and deployed ("IPRO"). IPRO is delivered, with an associated curriculum, as an iPod Touch app and is freely and publicly available. We find that the affordances of mobility and…
Descriptors: High School Students, Programming, Cooperation, Mobility
Miller, Douglas S. – 1998
The intent of this project was to improve test and programming scores of 9th through 12th grade students enrolled in the Practical Computer Skills: Logo course in a north central Florida high school. An implementation program that demonstrated teacher-designed graphical computer language Logo programs, utilized multimedia techniques, and used…
Descriptors: Academic Achievement, Computer Graphics, Computer Science Education, Computer Uses in Education