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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
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Lin Zhang; Qiang Jiang; Weiyan Xiong; Wei Zhao – Journal of Educational Computing Research, 2025
This study seeks to deepen the understanding of the direct and indirect effects of human-computer dialogic interaction programming activities, facilitated by ChatGPT, on student engagement. Data were collected from 109 Chinese high school students who engaged in programming tasks using either ChatGPT-driven dialogic interaction or traditional pair…
Descriptors: Artificial Intelligence, Computer Software, Computer Science Education, Programming
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Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
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Fang, Jian-Wen; Shao, Dan; Hwang, Gwo-Jen; Chang, Shao-Chen – Journal of Educational Computing Research, 2022
Scholars believe that computational thinking is one of the essential competencies of the 21st century and computer programming courses have been recognized as a potential means of fostering students' computational thinking. In tradition instruction, PFCT (problem identification, flow definition, coding, and testing) is a commonly adopted procedure…
Descriptors: Computation, Thinking Skills, Programming, Computer Science Education
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Wu, Ting-Ting; Chen, Jian-Ming – Journal of Educational Computing Research, 2022
Many countries have incorporated computational thinking (CT) and programming languages into their science and technology courses. Students can improve their CT ability by learning programming languages. Moreover, situated learning enables students to generate knowledge and master problem-solving skills through interaction with situations. This…
Descriptors: Computer Software, Thinking Skills, Programming, Situated Learning
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Qian, Yizhou; Hambrusch, Susanne; Yadav, Aman; Gretter, Sarah; Li, Yue – Journal of Educational Computing Research, 2020
A quality computer science (CS) teacher needs to understand students' common misconceptions in learning CS. This study explored one aspect of CS teachers' understanding of student misconceptions: their perceptions of student misconceptions related to introductory programming. Perceptions in this study included three parts: teachers' perceived…
Descriptors: Teacher Attitudes, Misconceptions, Introductory Courses, Programming
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Hu, Yue; Chen, Cheng-Huan; Su, Chien-Yuan – Journal of Educational Computing Research, 2021
Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools' overall effects on students' academic achievement…
Descriptors: Instructional Effectiveness, Programming Languages, Computer Science Education, Computer Interfaces
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Qian, Yizhou; Lehman, James – Journal of Educational Computing Research, 2020
This study implemented a data-driven approach to identify Chinese high school students' common errors in a Java-based introductory programming course using the data in an automated assessment tool called the Mulberry. Students' error-related behaviors were also analyzed, and their relationships to success in introductory programming were…
Descriptors: High School Students, Error Patterns, Introductory Courses, Computer Science Education
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Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
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Saeli, Mara; Perrenet, Jacob; Jochems, Wim M. G.; Zwaneveld, Bert – Journal of Educational Computing Research, 2012
The scope of this article is to understand to what extent Computer Science teachers can find support for their Pedagogical Content Knowledge (PCK) in teaching material. We report the results of a study in which PCK is used as framework to develop a research instrument to examine three high school computer science textbooks, with special focus on…
Descriptors: Foreign Countries, Computer Science Education, Beginning Teachers, Pedagogical Content Knowledge
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Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
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Barron, Brigid – Journal of Educational Computing Research, 2004
The concern with a "digital divide" has been transformed from one defined by technological access to technological prowess--employing technologies for more empowered and generative uses such as learning and innovation. Participation in technological fluency-building activities among high school students in a community heavily involved in the…
Descriptors: Programming, Advanced Placement, Gender Differences, Calculus
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Ge, Xun; Thomas, Michael K.; Greene, Barbara A. – Journal of Educational Computing Research, 2006
This study utilized elements of technology-rich ethnography to create a rich description of a multi-user virtual environment in a high school computer programming class. Of particular interest was the transition that took place in classroom culture from one characterized by a well-defined problem solving approach to one more indicative of open…
Descriptors: Teaching Methods, Programming, Classroom Environment, Open Education