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Showing 1 to 15 of 57 results Save | Export
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Ailsa Zayyan Salsabila; R. Yugo Kartono Isal; Harry B. Santoso – Journal of Educators Online, 2025
This study aims to provide recommendations for interaction design to enhance students' task interpretation, as one of the crucial aspects of Self-Regulated Learning (SRL) in online learning environments. Utilizing the Engineering Design Metacognitive Questionnaire (EDMQ), open-ended questions, and in-depth interviews, this study examines the…
Descriptors: Learning Processes, Electronic Learning, College Students, Computer Science Education
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O. S. Adewale; O. C. Agbonifo; E. O. Ibam; A. I. Makinde; O. K. Boyinbode; B. A. Ojokoh; O. Olabode; M. S. Omirin; S. O. Olatunji – Interactive Learning Environments, 2024
With the advent of technological advancement in learning, such as context-awareness, ubiquity and personalisation, various innovations in teaching and learning have led to improved learning. This research paper aims to develop a system that supports personalised learning through adaptive content, adaptive learning path and context awareness to…
Descriptors: Cognitive Style, Individualized Instruction, Learning Processes, Preferences
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Zachary M. Savelson; Kasia Muldner – Computer Science Education, 2024
Background and Context: Productive failure (PF) is a learning paradigm that flips the order of instruction: students work on a problem, then receive a lesson. PF increases learning, but less is known about student emotions and collaboration during PF, particularly in a computer science context. Objective: To provide insight on students' emotions…
Descriptors: Student Attitudes, Psychological Patterns, Fear, Failure
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Barua, Antara Mahanta; Bharali, Sruti Sruba – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions.…
Descriptors: Gamification, Electronic Learning, Computer Science Education, College Students
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Coto, Mayela; Mora, Sonia; Grass, Beatriz; Murillo-Morera, Juan – Computer Science Education, 2022
Background and context: Emotions are ubiquitous in academic settings and affect learning strategies, motivation to persevere, and academic outcomes, however they have not figured prominently in research on learning to program at the university level. Objective: To summarize the current knowledge available on the effect of emotions on students…
Descriptors: Programming, Computer Science Education, Psychological Patterns, Emotional Response
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Jim Marquardson – Information Systems Education Journal, 2024
Generative artificial intelligence (AI) tools were met with a mix of enthusiasm, skepticism, and fear. AI adoption soared as people discovered compelling use cases--developers wrote code, realtors generated narratives for their websites, students wrote essays, and much more. Calls for caution attempted to temper AI enthusiasm. Experts highlighted…
Descriptors: Artificial Intelligence, Capstone Experiences, Computer Security, Information Security
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Kasakowskij, Regina; Haake, Joerg M.; Seidel, Niels – International Educational Data Mining Society, 2023
Improving competence requires practicing, e.g. by solving tasks. The Self-Assessment task type is a new form of scalable online task providing immediate feedback, sample solution and iterative improvement within the newly developed SAFRAN plugin. Effective learning not only requires suitable tasks but also their meaningful usage within the…
Descriptors: Self Evaluation (Individuals), Student Behavior, College Students, Learning Processes
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He, Jie; Ma, Tingjuan; Zhang, Yongliang – Education and Information Technologies, 2023
This study implemented a blended learning mode with the aid of artificial intelligence teaching platform in the English language course. In this study, 110 students majoring in computer network were randomly selected as subjects, 55 of whom was the experimental group, the rest of 55 was the control group. Before the experiment, this study carried…
Descriptors: Blended Learning, Communities of Practice, Artificial Intelligence, College Students
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Zhizezhang Gao; Haochen Yan; Jiaqi Liu; Xiao Zhang; Yuxiang Lin; Yingzhi Zhang; Xia Sun; Jun Feng – International Journal of STEM Education, 2025
Background: With the increasing interdisciplinarity between computer science (CS) and other fields, a growing number of non-CS students are embracing programming. However, there is a gap in research concerning differences in programming learning between CS and non-CS students. Previous studies predominantly relied on outcome-based assessments,…
Descriptors: Computer Science Education, Mathematics Education, Novices, Programming
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Felienne Hermans – Informatics in Education, 2024
This autoethnographic paper is part of a special issue trying to answer the question "How to design or choose languages for programming novices?" I will describe how my programming language Hedy was created, how the initial design goals were formed, how my perspectives on learning and teaching changed along the way, and how Hedy changed…
Descriptors: Decision Making, Programming Languages, Novices, Computer Science Education
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Anna Donhauser; Philipp Bitzenbauer; Linda Qerimi; Stefan Heusler; Stefan Küchemann; Jochen Kuhn; Malte S. Ubben – Physical Review Physics Education Research, 2024
The present review intends to show the current state of teaching quantum-related content, to analyze and compare its learning efficiency, and to give a systemized overview of quantum-educational activities in the last years. We focus on teaching and learning elements, their innovative tools, and process-oriented studies that are empirically…
Descriptors: Physics, Science Instruction, Quantum Mechanics, Comparative Analysis
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Arjan J. F. Kok; Lex Bijlsma; Cornelis Huizing; Ruurd Kuiper; Harrie Passier – Informatics in Education, 2024
This paper presents the first experiences of the use of an online open-source repository with programming exercises. The repository is independent of any specific teaching approach. Students can search for and select an exercise that trains the programming concepts that they want to train and that only uses the programming concepts they already…
Descriptors: Programming Languages, Computer Science Education, Open Source Technology, Teaching Methods
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Chou, Te-Lien; Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Educational Computing Research, 2021
Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students' conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students' conceptions of programming learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Attitudes
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Nur Fajriah Muchlis; Punaji Setyosari; Dedi Kuswandi; Saida Ulfa; Henry Praherdhiono – International Society for Technology, Education, and Science, 2023
In recent years, the Computer Science and Information Technology programs have experienced growth and achieved immense popularity, increasing the demand for graduates who will become skilled workers. The educational outcomes-based curriculum (OBE) targets that learning must pay attention to one of the Key Performance Indicators (IKU) achievements:…
Descriptors: College Students, Design, Innovation, Thinking Skills
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Monica Maiti; M. Priyaadharshini – Cogent Education, 2024
The integration of digital instructional methods has significantly enhanced the academic system. This study explores the viewpoints of educators and students on the application of digital resources and online platforms in the aftermath of the global health crisis. The research involved 135 university students enrolled in a cloud computing course…
Descriptors: Technology Integration, Technology Uses in Education, Information Technology, Higher Education
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