Publication Date
In 2025 | 4 |
Since 2024 | 13 |
Since 2021 (last 5 years) | 43 |
Since 2016 (last 10 years) | 122 |
Since 2006 (last 20 years) | 166 |
Descriptor
Computer Science Education | 167 |
Educational Technology | 167 |
Technology Uses in Education | 167 |
Foreign Countries | 84 |
Teaching Methods | 72 |
College Students | 57 |
Programming | 43 |
Student Attitudes | 43 |
Higher Education | 35 |
Online Courses | 33 |
Electronic Learning | 24 |
More ▼ |
Source
Author
Barnes, Tiffany | 3 |
Lang, Guido | 3 |
Allen, Lee | 2 |
De Troyer, Olga | 2 |
Ewais, Ahmed | 2 |
Gitinabard, Niki | 2 |
Heckman, Sarah | 2 |
Ifenthaler, Dirk, Ed. | 2 |
Isaias, Pedro, Ed. | 2 |
Laakso, Mikko-Jussi | 2 |
Lokkila, Erno | 2 |
More ▼ |
Publication Type
Education Level
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 3 |
Group Assessment of Logical… | 1 |
Learning Style Inventory | 1 |
Study Process Questionnaire | 1 |
What Works Clearinghouse Rating
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
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
Yassine Adouani; Mohamed Ali Khenissi – Education and Information Technologies, 2024
In recent years, online educational platforms have become an increasingly popular tool for delivering online learning experiences. One such platform is the Tunisian educational platform provided by the Virtual University of Tunis. The acceptance and adoption of these platforms by students are crucial for their successful integration into the…
Descriptors: Computer Science Education, Electronic Learning, Public Colleges, Intention
Changxue Ma – Science Insights Education Frontiers, 2025
This article is a survey of the major achievements China has made in digital education since the introduction of the Education Informatization 2.0 Action Plan. Drawing on the existing research literature and relevant reports from the Ministry of Education of China, the study looks at the outcomes of digital education in China in six dimensions:…
Descriptors: Foreign Countries, Computer Science Education, Educational Trends, Technology Uses in Education
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
Gonzalez, Fernando – Education and Information Technologies, 2023
The study of robotics has become a popular course among many educational programs, especially as a technical elective. A significant part of this course involves having the students learn how to program the movement of a robotic arm by controlling the velocity of its individual joint motors, a topic referred to as joint programming. They must…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Simulation
Shruti Priya; Shubhankar Bhadra; Sridhar Chimalakonda; Akhila Sri Manasa Venigalla – Interactive Learning Environments, 2024
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and…
Descriptors: Artificial Intelligence, Secondary School Students, Video Games, Visual Aids
Menolli, André; Neto, João Coelho – Education and Information Technologies, 2022
The adoption of computational thinking in the classroom has been growing in the last years. Its use needs to be supported by the correct digital technologies and teaching methods, and for this, is required, capable teachers. This work aims to understand how computational thinking is addressed by Computer Science Teacher Education courses in…
Descriptors: Foreign Countries, Computation, Thinking Skills, Computer Science Education
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Chen, Huan; Li, You; Wang, Ye; Lee, Yugyung; Petri, Alexis; Cha, Teryn – Journal of Ethnographic & Qualitative Research, 2022
Artificial intelligence (AI) has been widely adopted in higher education. However, the current research on AI in higher education is limited, lacking both breadth and depth. In the present study, we addressed this research gap by exploring students' perception of learning in AI-related courses facilitated by an open experiential AI platform.…
Descriptors: Artificial Intelligence, Technology Integration, Computer Science Education, Communications
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
Sanal Kumar T. S.; R. Thandeeswaran – Education and Information Technologies, 2024
The COVID-19 pandemic has forced a significant increase in the utilization of video-based e-learning platforms for programming education. These platforms never considered the essential attributes of student characteristics and learning preferences while designing such a problematic subject having high dropout and failure rates. The traditional…
Descriptors: Blended Learning, Electronic Learning, Higher Education, Programming
Al-Shaikhli, Dhuha – Education and Information Technologies, 2023
This research examines the effect of having a tracking technology in a learning management system (LMS) that reports the effect of perceiving other students' interactions on a learner's intention to keep using LMS in the future. The main underlying theory is herd behaviour theory which argues that crowd behaviour affects the perceptions of the…
Descriptors: Learning Management Systems, Educational Technology, Learning Analytics, Independent Study
Shirazi, Niloufar; Rahimi, Mehrak – IEEE Transactions on Education, 2023
Contribution: Research shows that nontechnical subjects like the English language have been neglected in computer science/engineering (CS/CE) education research. This study evaluates the effectiveness of a technology-enhanced general English (GE) course that exposed CE students to multimodal input during the prereading phase to develop their…
Descriptors: Computer Science Education, Educational Technology, Technology Uses in Education, Reading Skills
Ramon Lawrence; Sarah Foss; Tatiana Urazova – ACM Transactions on Computing Education, 2023
Objectives: Automatic assessment systems are widely used to provide rapid feedback for students and reduce grading time. Despite the benefits of increased efficiency and improved pedagogical outcomes, an ongoing challenge is mitigating poor student behaviors when interacting with automatic assessment systems including numerous submissions,…
Descriptors: Student Behavior, Evaluation Methods, Technology Uses in Education, Educational Technology