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Showing all 14 results Save | Export
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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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Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
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Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
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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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Hadjistassou, Stella; Louca, Petros; Joannidou, Shaunna; Molina Muñoz, Pedro Jesus – Research-publishing.net, 2021
This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab &…
Descriptors: Computer Simulation, Exchange Programs, Game Based Learning, Intercultural Communication
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Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
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Quevedo Gutiérrez, Eduardo; Zapatera Llinares, Alberto – Education Sciences, 2021
The objective of this research is to study the "Scratch" programming language as a didactic tool to teach functions. The introduction of didactic tools allowing comprehension in simple and attractive ways is required. Given the traditional teaching/learning system, it is necessary to organize participatory and collaborative dynamic…
Descriptors: Mathematics Instruction, Teaching Methods, Programming Languages, Mathematical Concepts
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Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
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Attard, Lara; Busuttil, Leonard – Informatics in Education, 2020
Programming is one of the most important aspects of a Computing course. Teaching programming is a challenging task due to a number of factors, ranging from lack of student problem solving skills to different teaching methods. This paper focuses on Maltese Computing teachers' perspectives about the difficulties encountered when teaching programming…
Descriptors: Teacher Attitudes, Programming, Electronic Learning, Video Games
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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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P. Rose, Simon; Habgood, M. P. Jacob; Jay, Tim – Journal of Educational Computing Research, 2020
The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations,…
Descriptors: Programming Languages, Computer Science Education, Game Based Learning, Educational Games
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
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Erümit, Ali Kürsat; Öngöz, Sakine; Aksoy, Dilara Arzugül – Malaysian Online Journal of Educational Technology, 2020
The aim of this study was to design, implement and evaluate the programming process for gifted students and offer suggestions to teachers and researchers. For this purpose, 5 gifted students were provided programming activities for ten weeks. Scratch was used in the programming training process. The qualitative data was collected by observation,…
Descriptors: Academically Gifted, Computer Science Education, Student Interests, Student Needs
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Paz, Concepción; Suárez, Eduardo; Cabarcos, Adrián; Gil, Christian – International Association for Development of the Information Society, 2019
Fluid Mechanics is one of the most complex branches of science to learn. Traditionally, it has been taught from a positivism point of view. However, the latest technologies have led to the creation of new educational tools based on a constructivism approach as a complement to conventional teaching. This paper addresses the development of a course…
Descriptors: Teaching Methods, Science Instruction, Learning Theories, Constructivism (Learning)