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Jihae Suh; Kyuhan Lee; Jaehwan Lee – Education and Information Technologies, 2025
Artificial Intelligence (AI) has rapidly emerged as a powerful tool with the potential to enhance learning environments. However, effective use of new technologies in education requires a good understanding of the technology and good design for its use. Generative AI such as ChatGPT requires particularly well-designed instructions due to its ease…
Descriptors: Programming, Computer Science Education, Artificial Intelligence, Technology Uses in Education
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Domicián Máté; Judit T. Kiss; Mária Csernoch – Education and Information Technologies, 2025
The impact of cognitive biases, particularly biased self-assessment, on learning outcomes and decision-making in higher education is of great significance. This study delves into the confluence of cognitive biases and user experience in spreadsheet programming as a crucial IT skill across various academic disciplines. Through a quantitative…
Descriptors: Programming, Spreadsheets, Computer Science Education, STEM Education
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Wei Zhang; Xinyao Zeng; Lingling Song – Education and Information Technologies, 2025
Computational thinking (CT) assessment is crucial for testing the effectiveness of CT skills development. However, the exploration of CT assessment in the context of text-based programming is in its initial stages. The intrinsic relationship between the core skills of text-based programming and the core elements of CT isn't analyzed in depth in…
Descriptors: Mental Computation, Programming, College Students, Evaluation
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Hacer Güner; Erkan Er – Education and Information Technologies, 2025
As being more prevalent in educational settings, understanding the impact of artificial intelligence tools on student behaviors and interactions has become crucial. In this regard, this study investigates the dynamic interactions between students and ChatGPT in programming learning, focusing on how different instructional interventions influence…
Descriptors: Artificial Intelligence, Technology Uses in Education, Programming, Training
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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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Nilüfer Atman Uslu; Aytug Onan – Education and Information Technologies, 2025
Understanding the emotions experienced by programming students, particularly concerning gender and education level, is increasingly critical. However, only limited research has used text data to examine these differences within the context of programming education and emotions. This study aims to determine programming students' emotions and any…
Descriptors: Programming, Psychological Patterns, Student Attitudes, Secondary School Students
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Li, Qiang; Liu, Ze-xue; Wang, Peng; Wang, Jing-jing; Luo, Tian – Education and Information Technologies, 2023
Computational thinking (CT) and design thinking (DT) are critical tools for students to improve their problem-solving abilities. CT is most commonly used in science and technology fields such as computer science and mathematics, whereas DT is more commonly used in the design field. This study evaluates the impact of art programming education on…
Descriptors: College Students, Art Education, Design, Thinking Skills
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Benardine Ifeoma Onah; Blessing Ngozi Eze; Chigozie Roseann Uzoegwu; Charles Chiamagu; Chukwuma Mgboji; Christian Sunday Ugwuanyi – Education and Information Technologies, 2024
This research work ascertained the effect of Visual Basic (VBasic) Programming Instructional Delivery using Web-Based Tools on Students' Interest and Academic Achievement in Universities in Nigeria. The purpose of the study is to determine the effect of Visual Basic (VBasic) Programming Instructional Delivery using Web-Based Tools on Students'…
Descriptors: Programming, Teaching Methods, Educational Technology, Student Interests
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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
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Peidi Gu; Jiaming Wu; Zui Cheng; Yu Xia; Miaoting Cheng; Yan Dong – Education and Information Technologies, 2025
Teaching computational thinking skills to novice college students via programming poses considerable challenges. It involves learning programming language syntax and commands, along with fostering higher-order skills crucial for both computational thinking proficiency and future careers. To address this, we proposed a pedagogical approach…
Descriptors: Computation, Thinking Skills, Active Learning, Student Projects
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Hopcan, Sinan; Polat, Elif; Albayrak, Ebru – Education and Information Technologies, 2022
Programming knowledge is more important than ever in the digital world. However, teaching programming can be challenging, especially with novice learners. Considerable research has been conducted into the most effective methods for teaching programming. Extreme apprenticeship, a variation of cognitive apprenticeship, is a method that has been used…
Descriptors: Programming, Apprenticeships, Flipped Classroom, Conventional Instruction
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Shmallo, Ronit; Ragonis, Noa – Education and Information Technologies, 2021
The paper presents research that aims to expose students' understanding of the "this" reference in object-oriented programming. The study was conducted with high school students (N = 86) and college engineering students (N = 77). Conceptualization of "this" reflects an understanding of objects in general and involves aspects of…
Descriptors: Computer Science Education, Programming, High School Students, College Students
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Gonzalez, Fernando – Education and Information Technologies, 2023
The study of robotics has become a popular course among many educational programs, especially as a technical elective. A significant part of this course involves having the students learn how to program the movement of a robotic arm by controlling the velocity of its individual joint motors, a topic referred to as joint programming. They must…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Simulation
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Olelewe, Chijioke Jonathan; Agomuo, Emmanuel E.; Obichukwu, Peter Uzochukwu – Education and Information Technologies, 2019
Achieving learner engagement in the teaching and learning process is paramount towards ensuring knowledge retention in QBASIC programming. This study focuses on effects of b-learning and face-to-face (F2F) on college students' engagement and retention in QBASIC programming. The study adopted quasi-experimental design with non-equivalent group…
Descriptors: College Students, Learner Engagement, Retention (Psychology), Programming
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Shao-Chen Chang; Charoenchai Wongwatkit – Education and Information Technologies, 2024
As computational thinking becomes increasingly essential, the challenge of designing effective teaching approaches to foster students' abilities in this area persists, especially for higher order thinking skills. This study addresses this challenge by proposing and implementing a peer assessment-based Scrum project (PA-SP) learning approach in…
Descriptors: Peer Evaluation, Computer Science Education, Programming, Mental Computation
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