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Dwi Fitria Al Husaeni; Isma Widiaty; Budi Mulyanti; Ade Gafar Abdullah; Lala Septem Riza; Amay Suherman; Dwi Novia Al Husaeni – Informatics in Education, 2025
This study aims to provide a descriptive and bibliometric analysis of the trend of artificial intelligence (AI) application in the development of computational thinking (CT) skills in publications from 2007 to 2024. A total of 191 articles were obtained from Scopus database with certain keywords, and analyzed using Biblioshiny and VOSviewer. The…
Descriptors: Artificial Intelligence, Trend Analysis, Bibliometrics, Thinking Skills
Fung, Tze-ho; Li, Wing-yi – Practical Assessment, Research & Evaluation, 2022
Rough set theory (RST) was proposed by Zdzistaw Pawlak (Pawlak,1982) as a methodology for data analysis using the notion of discernibility of objects based on their attribute values. The main advantage of using RST approach is that it does not need additional assumptions--like data distribution in statistical analysis. Besides, it provides…
Descriptors: Gifted, Metacognition, Learning Strategies, Programming Languages
Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
Warin, Bruno; Talbi, Omar; Kolski, Christophe; Hoogstoel, Frédéric – IEEE Transactions on Education, 2016
This paper presents the "Multi-Role Project" method (MRP), a broadly applicable project-based learning method, and describes its implementation and evaluation in the context of a Science, Technology, Engineering, and Mathematics (STEM) course. The MRP method is designed around a meta-principle that considers the project learning activity…
Descriptors: Student Projects, Active Learning, STEM Education, Learning Strategies
Lee, Nancy – ProQuest LLC, 2013
The current study explored the differential effects of two learning strategies, self-explanation and reading questions and answers, on students' test performance in the computer programming language JavaScript. Students' perceptions toward the two strategies as to their effectiveness in learning JavaScript was also explored by examining students'…
Descriptors: Programming Languages, Tests, Student Attitudes, Tutoring
Feurzeig, Wallace – International Journal of Computers for Mathematical Learning, 2010
This paper describes the creation and early uses of Logo. It includes a brief summary of more recent work on Logo-derived languages and learning applications. It closes with a lament on the unrealized potential of student programming languages as empowering tools for knowledge construction and learning.
Descriptors: Educational History, Learning Strategies, Creativity, Programming Languages
Kert, Serhat Bahadir; Kurt, Adile Askim – Interactive Learning Environments, 2012
Electronic performance support systems (EPSSs) are the software programs commonly used in commercial environments since the early 1990s. These software programs are generally called performance-based systems and focus on the complete job rather than providing individual development. For that reason, the usage of these systems in learning…
Descriptors: Foreign Countries, Web Based Instruction, Program Effectiveness, Learning Strategies
Kolfschoten, Gwendolyn; Lukosch, Stephan; Verbraeck, Alexander; Valentin, Edwin; de Vreede, Gert-Jan – Computers & Education, 2010
Nowadays we need to teach students how to become flexible problem solvers in a dynamic world. The pace in which technology changes and complexity increases requires increased efficiency in learning and understanding. This requires the engineers of tomorrow to quickly gain knowledge and insight outside their prime area of expertise. To transfer…
Descriptors: Instructional Design, Problem Solving, Learning Processes, Efficiency
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Paquette, Gilbert; Leonard, Michel; Lundgren-Cayrol, Karin; Mihaila, Stefan; Gareau, Denis – Educational Technology & Society, 2006
This chapter states and explains that a Learning Design is the result of a knowledge engineering process where knowledge and competencies, learning design and delivery models are constructed in an integrated framework. We present a general graphical language and a knowledge editor that has been adapted to support the construction of learning…
Descriptors: Learning Strategies, Computer Software, Programming, Instructional Design
Knight, Colin, Gasevic, Dragan; Richards, Griff – Educational Technology & Society, 2006
The paper describes an ontology-based framework for bridging learning design and learning object content. In present solutions, researchers have proposed conceptual models and developed tools for both of those subjects, but without detailed discussions of how they can be used together. In this paper we advocate the use of ontologies to explicitly…
Descriptors: Case Studies, Learning Strategies, Computer Software, Programming
Naidoo, N.; Naidoo, R. – Journal of College Teaching & Learning, 2007
Primary school learners' first encounters with mathematics in a traditional learning environment often create lifelong "math phobia."(Papert 1980) The situation in a country emerging from an oppressive education system designed to educationally disempower the majority of the population is much worse. The typical scenario in a previously…
Descriptors: Foreign Countries, Elementary School Students, Conventional Instruction, Mathematics Instruction