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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
Seongyune Choi; Hyeoncheol Kim – Education and Information Technologies, 2025
Attention to programming education from K-12 to higher education has been growing with the aim of fostering students' programming ability. This ability involves employing appropriate algorithms and computer codes to solve problems and can be enhanced through practical learning. However, in a formal educational setting, it is challenging to provide…
Descriptors: Foreign Countries, High School Freshmen, Programming, Artificial Intelligence
Zhang, Shuhan; Wong, Gary K. W.; Chan, Peter C. F. – Education and Information Technologies, 2023
Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Coding
Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
Tibor Krizsan; Dragan Lambic – Education and Information Technologies, 2024
Pair programming is a technique in which two students collaborate on programming tasks. This study aimed to investigate attitudes, toward pair programming with a focus on anxiety, motivation, stress, and efficiency. The sample population consisted of 168 students from three primary schools in Vojvodina (Serbia). The students were aged 6.5-11 years…
Descriptors: Foreign Countries, Student Motivation, Stress Variables, Skills
Kuo, Yu-Chen; Chang, Yen-Cheng – Education and Information Technologies, 2023
In recent years, flipped classroom has become a popular teaching method. Compared with the traditional teaching method, the flipped classroom gives learners and teachers more opportunities to discuss. However, the flipped classroom has also encountered some difficulties. If we do not consider the different learning conditions of each learner when…
Descriptors: Flipped Classroom, Barriers, Multimedia Instruction, Educational Technology
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
Quadir, Benazir; Mostafa, Kazi; Yang, Jie Chi; Shen, Juming; Akter, Rokaya – Education and Information Technologies, 2023
This study used the ARCS approach to investigate the effects of university students' motivation, including attention, relevance, confidence, and satisfaction, to use the Programming Teaching Assistant (PTA) on their Programming Problem-Solving Skills (PPSS). Previous studies have shown that PTA features enhance learners' programming performance,…
Descriptors: Programming Languages, Computer Science Education, Problem Solving, Student Motivation
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
Raman, Raghu; Vachharajani, Hardik; Achuthan, Krishnashree – Education and Information Technologies, 2018
Within the context of Rogers theory of perceived attributes, authors propose a framework that can predict students' motivation to adopt programming contest like ACM (Association of Computing Machinery) International Collegiate Programming Contest (ICPC). In this paper we investigate the attributes for adoption of programming contest in a social…
Descriptors: Student Motivation, Programming, Competition, Undergraduate Students
Amasha, Mohamed A.; Abougalala, Rania A.; Reeves, Ahmad J.; Alkhalaf, Salem – Education and Information Technologies, 2018
The main purpose of this study is to investigate the effects of integration of online learning and assessment in synchronization form (OLASF) on students' learning performance. The study seeks to evaluate how the synchronization content with immediate assessment can affect the knowledge performance of the students. An experimental design with…
Descriptors: Online Courses, Computer Assisted Testing, Course Content, Academic Achievement
Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design
Mikum, Siriporn; Suksakulchai, Surachai; Chaisanit, Settachai; Murphy, Elizabeth – Education and Information Technologies, 2018
Social media (SM) support new approaches to learning that rely on voluntary, peer-to-peer communication using devices and software provided and managed by students rather than on institutional course management systems. We present one case of such an approach with first-year university students (n = 86) in Thailand using SM for asking and…
Descriptors: Social Media, College Freshmen, Programming, Student Participation