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Li Feng; Xiaoqing Shen; Zhaoyuan Xie; Xiaohui Yan – Education and Information Technologies, 2025
Gamification mechanisms have been increasingly integrated into educational environments to enhance learner's engagement and improve the effectiveness of online courses. However, the precise effects of gamification on learner's engagement, including the factors that influence this behavior, remain under-explored. This study addresses this gap by…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
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Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
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Chamindi Kavindya Samarasekara; Claudia Ott; Anthony Robins – Education and Information Technologies, 2024
A global concern in recent years has been the formal incorporation of computing and digital technology subjects into high school curricula. Despite many initiatives to make these subjects accessible to students, significant barriers to uptake remain in many countries. In this study we convened a panel of 32 academic, research, and other experts…
Descriptors: Secondary School Curriculum, Foreign Countries, Computer Science Education, Programming
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Meyliana; Sablan, Bruno; Surjandy; Hidayanto, Achmad Nizar – Education and Information Technologies, 2022
How to improve student engagement and educational learning outcomes in the classroom have always been high on a teacher's priority list. Unfortunately, it seems these challenges have become more pronounced in teaching Generation Z. To address these challenges educators are exploring new teaching methodologies such as flipped learning. The authors…
Descriptors: Flipped Classroom, Learner Engagement, Outcomes of Education, Information Systems
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Amoudi, Ghada; Tbaishat, Dina – Education and Information Technologies, 2023
Social network analysis involves delicate and sophisticated mathematical concepts which are abstract and challenging to acquire by traditional methods. Many studies show that female students perform poorly in computer science-related courses compared to male students. To address these issues, this research investigates the impact of employing a…
Descriptors: Computer Science, Graduate Students, Outcomes of Education, Educational Technology
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Ishihara, Makio; Rattanachinalai, Pongpun – Education and Information Technologies, 2022
This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of…
Descriptors: Computer Science Education, Programming, Novices, Task Analysis
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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
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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
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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
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Sharon Pisani; Alan Miller; Mark Hall – Education and Information Technologies, 2024
Cultural heritage is no longer something that can only be experienced in a museum exhibition. Digital tools have facilitated the distribution of material relating to artefacts, both in its representation and in presenting its context. This paper describes how digital modelling techniques can be synthesised with 3D scanning to digitally restore…
Descriptors: Cultural Background, Sculpture, Heritage Education, Media Adaptation
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Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
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Arslan, Kürsat; Tanel, Zafer – Education and Information Technologies, 2021
The purpose of this study was to determine IT teacher candidates' attitudes, self-efficacy and opinions about educational robotic-based programming education. The participants of this study consisted of 2nd class students in Computer Education and Instructional Technologies department of a university in Turkey. The study group of the research…
Descriptors: Student Attitudes, Positive Attitudes, Self Efficacy, Computer Science Education
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Al Hashlamoun, Nafeth; Daouk, Lina – Education and Information Technologies, 2020
This research explores the ways in which Information Technology (IT) teachers experience the use of online communities of practice (CoP) in teaching a computer course called Computer Skills 2 (WRCO2). This course is the second of two computer skills courses in the Work Readiness Program (WRP) running at a Higher Education Institution in the Middle…
Descriptors: Information Technology, Computer Science Education, Teacher Attitudes, Communities of Practice
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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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Xinogalos, Stelios; Satratzemi, Maya; Malliarakis, Christos – Education and Information Technologies, 2017
Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any…
Descriptors: Computer Science Education, Programming, Introductory Courses, Student Attitudes