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Pavlos Toukiloglou; Stelios Xinogalos – Education and Information Technologies, 2024
Hour of Code is a widely recognized global event that aims to introduce programming to novice users and integrate computer science into education. This paper presents an analysis of the effectiveness of the support system and user interface of Minecraft Adventurer, a serious game designed for the Hour of Code global event. Although previous…
Descriptors: Novices, Programming, Coding, Computer Science Education
Hui-Zhi Hu; Li-Guo Zhang; Jia-Hua Zhang; Di Zhang; Jia-Rui Xie – Education and Information Technologies, 2025
Computer Science (CS) is a vital subject in K-12 education, and acquiring proficiency in CS is essential for nurturing talent. However, current teaching practices often rely on standardized tests to evaluate academic performance, which may not offer a comprehensive and multidimensional assessment of students' competency in learning CS.…
Descriptors: Evaluation Methods, Student Evaluation, Competence, Computer Literacy
Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Zhaojun Duo; Jianan Zhang; Yonggong Ren; Xiaolu Xu – Education and Information Technologies, 2025
"Self-regulated learning" (SRL) significantly impacts the process and outcome of "programming problem-solving." Studies on SRL behavioural patterns of programming students based on trace data are limited in number and lack of coverage. In this study, hence, the Hidden Markov Model (HMM) was employed to probabilistically mine…
Descriptors: Students, Programming, Problem Solving, Self Management
Yun Dai – Education and Information Technologies, 2025
There is a growing consensus that AI literacy requires a holistic lens, including not only technical knowledge and skills but also social and ethical considerations. Yet, providing holistic AI education for upper-primary students remains challenging due to the abstract and complex nature of AI and a lack of pedagogical experiences in schools.…
Descriptors: Integrated Activities, Holistic Approach, Artificial Intelligence, Computer Science Education
Xinlei Li; Guoyuan Sang; Martin Valcke; Johan van Braak – Education and Information Technologies, 2024
Computational thinking (CT) is valued as a thinking process that is required to adapt to the development of curriculum in primary education. In the context of modern information technology, English as a language subject emphasizes the necessity for changes in both learning and teaching modes. However, there is a lack of up-to-date synthesis…
Descriptors: Computer Science Education, Technological Literacy, Pedagogical Content Knowledge, Elementary School Students
C. Florou; G. Stamoulis; A. Xenakis; A. Plageras – Education and Information Technologies, 2025
This study focuses on students' self-assessment during their learning process related to computer programming concepts, taking into account challenges and obstacles both teachers and students face, with the aim to contribute to the development of guiding principles and practices and enhance the teaching process of computer programming in primary…
Descriptors: Teacher Role, Self Evaluation (Individuals), Computer Science Education, Programming
Hajar Majjate; Youssra Bellarhmouch; Adil Jeghal; Ali Yahyaouy; Hamid Tairi; Khalid Alaoui Zidani – Education and Information Technologies, 2025
In recent times, there has been a growing interest in enhancing recommendation systems for e-learning platforms to deliver a personalised learning experience that meets each learner's distinct requirements and preferences. Nevertheless, it is crucial to recognise the ethical considerations surrounding this technology, as it heavily relies on…
Descriptors: Ethics, Artificial Intelligence, Technology Uses in Education, Student Attitudes
Li, Wei; Liu, Cheng-Ye; Tseng, Judy C. R. – Education and Information Technologies, 2023
Collaborative programming can develop computational thinking and knowledge of computational programming. However, the researchers pointed out that because students often fail to mobilize metacognition to regulate and control their cognitive activities in a cooperation, this results in poor learning effects. Especially low-achieving students need…
Descriptors: Correlation, Metacognition, Thinking Skills, Programming
Gülay Öztüre Yavuz; Gökhan Akçapinar; Hatice Çirali Sarica; Yasemin Koçak Usluel – Education and Information Technologies, 2024
This study aims to develop a predictive model for predicting gifted students' engagement levels and to investigate the features that are important in such predictions. Features reflecting students' emotions, social-emotional learning skills, learning approaches and video-watching behaviours were used in the prediction models. The study group…
Descriptors: Secondary School Students, Academically Gifted, Gifted Education, Learner Engagement
He, Jie; Ma, Tingjuan; Zhang, Yongliang – Education and Information Technologies, 2023
This study implemented a blended learning mode with the aid of artificial intelligence teaching platform in the English language course. In this study, 110 students majoring in computer network were randomly selected as subjects, 55 of whom was the experimental group, the rest of 55 was the control group. Before the experiment, this study carried…
Descriptors: Blended Learning, Communities of Practice, Artificial Intelligence, College Students
Iatrellis, Omiros; Savvas, Ilias K.; Kameas, Achilles; Fitsilis, Panos – Education and Information Technologies, 2020
The present research work proposes the development of an integrated framework for the personalization and parameterization of learning pathways, aiming at optimizing the quality of the offered services by the Higher Educational Institutions (HEI). In order to achieve this goal, in addition to the educational part, the EDUC8 framework encloses the…
Descriptors: Higher Education, Learning Processes, Electronic Learning, Semantics
Mselle, Leonard; Ishengoma, Fredrick – Education and Information Technologies, 2022
In this paper, MTL, an approach for visualization-based pedagogy, is analyzed and contextualized in both Cognitive Load Theory (CLT) and Dual Coding Theory (DCT). Through MTL, lectures, tutorials, laboratory sessions and individual study in learning and teaching programming are all carried out using two cognitive channels; verbal and non-verbal.…
Descriptors: Visualization, Teaching Methods, Cognitive Ability, Learning Theories
Mukala, Patrick; Cerone, Antonio; Turini, Franco – Education and Information Technologies, 2017
Free\Libre Open Source Software (FLOSS) environments are increasingly dubbed as learning environments where practical software engineering skills can be acquired. Numerous studies have extensively investigated how knowledge is acquired in these environments through a collaborative learning model that define a learning process. Such a learning…
Descriptors: Open Source Technology, Learning Activities, Computer Software, Learning Processes