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Showing 1 to 15 of 17 results Save | Export
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Fávero, Luiz Paulo; Souza, Rafael de Freitas; Belfiore, Patrícia; Corrêa, Hamilton Luiz; Haddad, Michel F. C. – Practical Assessment, Research & Evaluation, 2021
In this paper is proposed a straightforward model selection approach that indicates the most suitable count regression model based on relevant data characteristics. The proposed selection approach includes four of the most popular count regression models (i.e. Poisson, negative binomial, and respective zero-inflated frameworks). Moreover, it…
Descriptors: Regression (Statistics), Selection, Statistical Analysis, Models
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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Ian Patrick Heraty – ProQuest LLC, 2023
This dissertation was a comparative study of computer science in secondary schools in both Ireland and the United States. Computer science was a new subject compared to more established subjects in both Ireland and the United States. This dissertation looked at how this subject could be accessed by students in both countries. I used a document…
Descriptors: Computer Science Education, Comparative Education, High School Students, Foreign Countries
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I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
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Damar Rais; Zhao Xuezhi – Journal on Mathematics Education, 2024
Python programming is widely employed in educational institutions worldwide. Within the "Merdeka Belajar" curriculum context, this programming is recognized as a suitable vehicle for mathematics instruction, significantly influencing students' motivation and learning outcomes, particularly following periods of educational hiatus. This…
Descriptors: Student Motivation, Learning Motivation, Programming Languages, Student Attitudes
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Hu, Yue; Chen, Cheng-Huan; Su, Chien-Yuan – Journal of Educational Computing Research, 2021
Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools' overall effects on students' academic achievement…
Descriptors: Instructional Effectiveness, Programming Languages, Computer Science Education, Computer Interfaces
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Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
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Tsai, Chih-Cheng; Cheng, Yuh-Min; Tsai, Yu-Shan; Lou, Shi-Jer – Education Sciences, 2021
In this study, experimental teaching was conducted through the artificial intelligence of things (AIOT) practical course, and the 4D (discover, define, develop, deliver) double diamond shape was used to design the course and plan the teaching content to observe the students' self-efficacy and learning anxiety. The technology acceptance model (TAM)…
Descriptors: High School Students, Student Satisfaction, Value Judgment, Usability
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Ragonis, Noa; Shilo, Gila – Journal of Information Technology Education: Research, 2018
Aim/Purpose: Research shows that students encounter difficulties in identifying the structure of argumentation texts and in understanding the main message of the argument. The research examined the effect that learning Logic Programming (LP), while applying logic inference, has on students' understanding of argumentation texts. Background:…
Descriptors: Persuasive Discourse, Computer Science, Inferences, Student Attitudes
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Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
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Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
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Boutnaru, Shlomi; Hershkovitz, Arnon – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2015
In recent years, schools (as well as universities) have added cyber security to their computer science curricula. This topic is still new for most of the current teachers, who would normally have a standard computer science background. Therefore the teachers are trained and then teaching their students what they have just learned. In order to…
Descriptors: Computer Software, Computer Security, Programming Languages, Computer Science Education
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Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
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Paz, Tamar; Leron, Uri – Journal for Research in Mathematics Education, 2009
Functions are all around us, disguised as actions on concrete objects. Composition of functions, too, is all around us, because these actions can be performed in succession, the output of one serving as the input for the next. In terms of Gray and Tall's (2001) "embodied objects" or Lakoff and Nunez's (2000) "mathematical idea…
Descriptors: Concept Formation, Mathematics Instruction, Mathematical Concepts, Algebra
Bintas, Jale; Barut, Asim – Online Submission, 2008
The aim of research is to compare difference between tenth class students and determine their level of success about classic and web based educational applications of Turbo Pascal lesson. This research was applied to 10 A and 10 TLB students of Izmir Karsikaya Anatolian Technical and industrial high school computer department in second term of…
Descriptors: Web Based Instruction, Conventional Instruction, Academic Achievement, Comparative Analysis
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