Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Intention | 4 |
Computer Science Education | 3 |
Programming | 3 |
Academic Achievement | 2 |
College Students | 2 |
Affordances | 1 |
COVID-19 | 1 |
Certification | 1 |
College Instruction | 1 |
Competition | 1 |
Computation | 1 |
More ▼ |
Source
Education and Information… | 4 |
Author
Basnet, Ram B. | 1 |
Bazelais, Paul | 1 |
Da Tao | 1 |
Doleck, Tenzin | 1 |
Jun Yang | 1 |
Juntong Lai | 1 |
Krouska, Akrivi | 1 |
Lemay, David John | 1 |
Lepp, Marina | 1 |
Luik, Piret | 1 |
Miaoting Cheng | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Higher Education | 2 |
Elementary Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Miaoting Cheng; Xiaoyan Lai; Da Tao; Juntong Lai; Jun Yang – Education and Information Technologies, 2024
While numerous studies have highlighted the potential benefits of programming environment (PE) use for children's learning, the boundary conditions of children's PE acceptance within the programming education context are less clear. This study fills this gap in the literature by investigating the critical determinants of children's PE use…
Descriptors: Programming, Intention, Competition, Computation
Rõõm, Marili; Luik, Piret; Lepp, Marina – Education and Information Technologies, 2023
Learners' success in Massive Open Online Courses (MOOCs) and the factors influencing it have previously been examined mainly upon completion of the course. This approach does not reveal whether learners are fulfilling their initial intentions regarding MOOCs and which factors affect it and thus the individual success of the learners. This…
Descriptors: Academic Achievement, MOOCs, Programming, Computer Science Education
Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
Basnet, Ram B.; Doleck, Tenzin; Lemay, David John; Bazelais, Paul – Education and Information Technologies, 2018
Teaching programming concepts to enhance students' problem solving and computational thinking skills is a challenging task, especially when students enter college with little to no preparation, or they lack the interest or capacity for programming. Online platforms that serve as automated practice and assessment systems have been offered as…
Descriptors: Computer Science Education, Programming, Homework, Student Projects