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Showing 1 to 15 of 19 results Save | Export
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
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Yilmaz Ince, Ebru – International Journal of Technology in Teaching and Learning, 2021
This survey study examines students' perceptions on learning programming with CodinGame. Participants included 71 students at Department of Computer Programming Isparta University of Applied Sciences in Turkey. Both quantitative and qualitative research methods were used. In order to collect quantitative data, the questionnaire method was used,…
Descriptors: Student Attitudes, Programming, Game Based Learning, College Students
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
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Chang, Chiung-Sui; Chung, Chih-Hung; Chang, Julio Areck – Educational Technology Research and Development, 2020
Gaming is a part of today's society, especially for younger generations. Therefore, game-based approaches are unsurprisingly used for learning achievement. In this study, a game-based learning courseware was implemented using a problem-based strategy. For this purpose, a game known as 'Programmer Adventure Land' was designed and developed. A group…
Descriptors: Problem Based Learning, Game Based Learning, Computer Science Education, Programming
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Zatarain Cabada, Ramón; Barrón Estrada, María Lucía; Ríos Félix, José Mario; Alor Hernández, Giner – Interactive Learning Environments, 2020
Emotions play an important role in students learning to master complex intellectual activities such as computer programing. Emotions such as confusion, boredom and frustration in the student are important factors in determining whether the student will master the exercise of learning to program in the short and long term. Motivation also plays an…
Descriptors: Programming, Game Based Learning, Emotional Response, Psychological Patterns
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Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
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Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
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Mathew, Roy; Malik, Sohail Iqbal; Tawafak, Ragad Moufaq – Informatics in Education, 2019
Problem solving skills are considered an important component in learning to program in an introductory programming (IP) course for novices. This study introduced a PROSOLVE game to enhance problem solving skills of novice programmers in the introductory programming course. The game is based on pseudo-code technique. A survey was employed to…
Descriptors: Problem Solving, Skill Development, Educational Games, Game Based Learning
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Hwang, Gwo-Haur; Chen, Beyin; Chen, Ru-Shan; Wu, Ting-Ting; Lai, Yu-Ling – Interactive Learning Environments, 2019
Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural…
Descriptors: Student Behavior, Adoption (Ideas), Competition, Game Based Learning
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication
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