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Austin T. Stroud – Journal of Education for Library and Information Science, 2025
Computer programming languages play a crucial role in the education and training of librarians. This study examines the extent to which ALA-accredited online Master of Library and Information Science (MLIS) programs integrate programming languages into their curricula. Using a mixed-methods approach, data were collected from program websites,…
Descriptors: Masters Programs, Library Education, Online Courses, Programming Languages
Mouna Denden; Ahmed Mohamed Fahmy Yousef; Ahmed Tlili; Ronghuai Huang; Ahmed Hosny Saleh Metwally; Haijun Zeng; Huanhuan Wang; Rustam Shadiev – Open Praxis, 2025
Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a…
Descriptors: Gamification, Educational Games, Design, College Students
Rajagopal Sankaranarayanan; Mohan Yang; Kyungbin Kwon – Journal of Computing in Higher Education, 2025
The purpose of this study is to explore the influence of the microlearning instructional approach in an online introductory database programming classroom. The ultimate goal of this study is to inform educators and instructional designers on the design and development of microlearning content that maximizes student learning. Grounded within the…
Descriptors: Teaching Methods, Introductory Courses, Databases, Programming
Elena Novak; Chia-Ling Kuo; Janet Lynne Tassell; Grace Morris – TechTrends: Linking Research and Practice to Improve Learning, 2024
Recently, creativity has been acknowledged for its importance in improving computer science learning and attitudes. However, very little is known about how to integrate creativity in preservice teacher computing education. Toward this end, we developed a creativity-enhancement intervention in an online Creative Computing instructional module to…
Descriptors: Preservice Teachers, Elementary School Teachers, Creativity, Intervention
Giulia Toti; Lei Si; David Daniels; Matin Amoozadeh; Mohammad Amin Alipour; Guoning Chen – Discover Education, 2025
In May 2020, about 2 months after countless institutions across the world resorted to moving all their courses online in response to the COVID-19 pandemic, we conducted a survey to evaluate the impact of this transition on a group of computer science students. That first survey highlighted mostly negative effects, with students struggling to…
Descriptors: School Closing, Online Courses, COVID-19, Pandemics
Rõõm, Marili; Luik, Piret; Lepp, Marina – Education and Information Technologies, 2023
Learners' success in Massive Open Online Courses (MOOCs) and the factors influencing it have previously been examined mainly upon completion of the course. This approach does not reveal whether learners are fulfilling their initial intentions regarding MOOCs and which factors affect it and thus the individual success of the learners. This…
Descriptors: Academic Achievement, MOOCs, Programming, Computer Science Education
Jessica Herring Watson; Jackie Gish-Lieberman – International Journal of Designs for Learning, 2024
This design case describes the thought processes associated with redesigning an educational technology course for undergraduate preservice teachers from a 15-week hybrid course to a 5-week online course. The redesign is part of a push to create more flexible courses for working and rural students to remain competitive despite multiple alternative…
Descriptors: Undergraduate Study, Educational Technology, Computer Science Education, Curriculum Design
Using Analytics to Predict Students' Interactions with Learning Management Systems in Online Courses
Ali Alshammari – Education and Information Technologies, 2024
In online education, it is widely recognized that interaction and engagement have an impact on students' academic performance. While previous research has extensively explored interactions between students, instructors, and content, there has been limited exploration of course design elements that promote the fourth type of interaction:…
Descriptors: Learning Analytics, Learning Management Systems, Academic Achievement, Correlation
Adkins, Keith L.; Joyner, David A. – Journal of Computer Assisted Learning, 2022
Background: Plagiarism is a very serious offence in academic institutions. Yet there is some reluctance to address plagiarism by educators as its enforcement can require a significant time commitment if not handled wisely. Handling plagiarism at scale has the potential to exacerbate this problem. Objectives: This article explores the challenges…
Descriptors: Plagiarism, Large Group Instruction, Online Courses, Computer Science Education
Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
Gamze Türkmen; Sinan Hopcan; Elif Polat – Journal of Learning and Teaching in Digital Age, 2024
This research explores how metacognitive strategies influence the metacognitive awareness of undergraduate students enrolled in an online flipped programming course. It specifically focuses on regulatory actions crucial for success in programming instruction and distance education settings. The primary objective is to contribute to the existing…
Descriptors: Undergraduate Students, Metacognition, Online Courses, Programming
Roxana Quintero-Manes; Camilo Vieira – Journal of Computing in Higher Education, 2025
This study had two objectives: (1) to evaluate the validity of an instrument for measuring differentiated cognitive loads in its Spanish version; and (2) to evaluate the three types of cognitive loads and their relationship with self-efficacy, self-concept, and interest in programming of students in an introductory course. Understanding and…
Descriptors: Cognitive Ability, Programming, Computer Science Education, Self Efficacy
Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
Nisar Ahmed Dahri; Noraffandy Yahaya; Muhammad Saleem Vighio – Education and Information Technologies, 2025
This study examines the effects of interactive and collaborative digital training applications on teachers' academic performance, utilizing the Technology Acceptance Model and collaborative learning theories. A total of 219 government school computer teachers participated in an online training program through Microsoft Teams, employing a…
Descriptors: Computer Science Education, Faculty Development, Online Courses, Training
Tracy Ediger; Olga Glebova; Michael Waterson; Matthew Nusnbaum – Journal of College Science Teaching, 2024
During the COVID-19 pandemic, it was suddenly necessary to shift college courses online. Many instructors without experience teaching online were faced with decisions about how to structure their courses and support students during the pandemic. In the three introductory STEM courses described in this article, instructors chose to include online…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses

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