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Dwi Maryono; Sajidan; Muhammad Akhyar; Sarwanto; Bayu Tri Wicaksono; Nurcahya Pradana Taufik Prakisya – Discover Education, 2025
This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student's proficiency levels, while gamification elements…
Descriptors: Career and Technical Education Schools, High Schools, High School Students, Electronic Learning
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Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
Education Week, 2023
Schools experienced a massive expansion of technology over the past few years. They put in place 1-to-1 computing programs, are now using a record number of digital learning tools, and improved the availability of home-internet access for students. It was essentially a "fast-forward" for the evolution of digital learning in schools. But…
Descriptors: Educational Technology, Technology Uses in Education, Computer Science Education, High School Students
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Zeichner, Orit – Journal on School Educational Technology, 2020
This study examined the effect of learning in a computerized environment that includes simulations on the students' achievements and motivation, and is based on models that show that learning through simulation has more potential to promote the comprehension of abstract principles and concepts than traditional learning does. The theoretical…
Descriptors: Academic Achievement, Information Technology, Computer Simulation, Student Motivation
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Estrada, Gabriel; Dawson, Maurice; Cárdenas-Haro, Jose Antonio – ICTE Journal, 2019
African Americans and Hispanic Americans historically have been underrepresented in U.S. jobs in the fields of STEM in large part because of the usability of technology. In this research, the goal was to discover the usability factors relative to operating systems that may limit African Americans and Hispanic Americans from pursuit of computer…
Descriptors: Computer Science Education, Computer Oriented Programs, Educational Technology, Usability
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Tomkins, Sabina; Getoor, Lise – Journal of Educational Data Mining, 2019
Online courses for high school students promise the opportunity to bring critical education to youth most at need, bridging gaps which may exist in brick-and-mortar institutions. In this work, we investigate a hybrid Massive Open Online Course for high schoolers which includes an in-person coaching component. We address the efficacy of these…
Descriptors: Online Courses, Large Group Instruction, Educational Technology, Technology Uses in Education
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Fields, Deborah Ann; Kafai, Yasmin; Nakajima, Tomoko; Goode, Joanna; Margolis, Jane – Equity & Excellence in Education, 2018
Recent discussions of making have focused on developing out-of-school makerspaces and activities to provide more equitable and enriching learning opportunities for youth. Yet school classrooms present a unique opportunity to help broaden access, diversify representation, and deepen participation in making. In turning to classrooms, we want to…
Descriptors: High School Students, Computer Science Education, Teaching Methods, Learning Activities
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Cicek, Fatma Gozalan; Taspinar, Mehmet – Eurasian Journal of Educational Research, 2016
Problem Statement: The current study investigates whether the learning environment designed based on the laboratory control system affects the academic achievement, the attitude toward the learning-teaching process and the retention of the students in computer education. Purpose of Study: The study aims to identify the laboratory control system…
Descriptors: Student Attitudes, Academic Achievement, Foreign Countries, Grade 10
Margolis, Jane – MIT Press, 2017
The number of African Americans and Latino/as receiving undergraduate and advanced degrees in computer science is disproportionately low. And relatively few African American and Latino/a high school students receive the kind of institutional encouragement, educational opportunities, and preparation needed for them to choose computer science as a…
Descriptors: African American Students, Hispanic American Students, Computer Science Education, Disproportionate Representation
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Weintrop, David; Wilensky, Uri – Informatics in Education, 2014
Research on the effectiveness of introductory programming environments often relies on post-test measures and attitudinal surveys to support its claims; but such instruments lack the ability to identify any explanatory mechanisms that can account for the results. This paper reports on a study designed to address this issue. Using Noss and Hoyles'…
Descriptors: Programming, Programming Languages, Introductory Courses, Constructivism (Learning)
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Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin – Computer Science Education, 2013
Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot…
Descriptors: Computer Science Education, Programming, Robotics, Teaching Methods
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Ludi, Stephanie; Reichlmayr, Tom – ACM Transactions on Computing Education, 2011
This article describes an outreach program to broaden participation in computing to include more students with visual impairments. The precollege workshops target students in grades 7-12 and engage students with robotics programming. The use of robotics at the precollege level has become popular in part due to the availability of Lego Mindstorm…
Descriptors: High School Students, Visual Impairments, Middle School Students, Outreach Programs
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Ryoo, Jean J.; Margolis, Jane; Lee, Clifford H.; Sandoval, Cueponcaxochitl D. M.; Goode, Joanna – Learning, Media and Technology, 2013
Despite the fact that computer science (CS) is the driver of technological innovations across all disciplines and aspects of our lives, including participatory media, high school CS too commonly fails to incorporate the perspectives and concerns of low-income students of color. This article describes a partnership program -- Exploring Computer…
Descriptors: Computer Science, High Schools, At Risk Students, Low Income Groups
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Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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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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