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Athitaya Nitchot; Lester Gilbert – Education and Information Technologies, 2025
Learning programming is a complex process that requires understanding abstract concepts and solving problems efficiently. To support and motivate students, educators can use technology-enhanced learning (TEL) in the form of visual tools for knowledge mapping. Mytelemap, a prototype tool, uses TEL to organize and visualize information, enhancing…
Descriptors: Learning Motivation, Concept Mapping, Programming, Computer Science Education
Lung-Chun Chang; Hon-Ren Lin; Jian-Wei Lin – Education and Information Technologies, 2024
Many students want to enroll in programming courses but fear the challenges ahead. They aspire to design quality systems or games after acquiring related skills but report concerns that programming logic is too difficult to learn because memorization of the syntax is required. Thus, they experience anxiety, are demotivated to learn, and,…
Descriptors: Learning Motivation, Outcomes of Education, Anxiety, Programming
Jian-Hong Ye; Mengmeng Zhang; Weiguaju Nong; Li Wang; Xiantong Yang – Education and Information Technologies, 2025
ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also…
Descriptors: Artificial Intelligence, College Students, Problem Solving, Student Attitudes
Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
Kabilan, Muhammad Kamarul; Annamalai, Nagaletchimee; Chuah, Kee-Man – Education and Information Technologies, 2023
Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in…
Descriptors: Technology Uses in Education, Technology Integration, Gamification, College Faculty
Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students