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Showing all 13 results Save | Export
Campbell, Oladele O.; Atagana, Harrison I. – Online Submission, 2022
An engaging first programming class (CS1) often inspires students' passion for computer science (CS). However, the evidence in the literature suggests that the average CS1 classes are anything but engaging for many students. The performance of CS compared to other science, technology, engineering, and mathematics (STEM) courses in international…
Descriptors: Programming, Programming Languages, Computer Science Education, Learner Engagement
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Ling Zhang – Pedagogical Research, 2024
In the face of the challenges posed by the COVID-19 pandemic, the hybrid teaching model has garnered significant attention for its combination of the depth of traditional education with the convenience of distance learning. Focusing on the domain of computer programming language instruction, this study innovatively designs a hybrid teaching…
Descriptors: COVID-19, Pandemics, Blended Learning, Programming Languages
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Buteau, Chantal; Gueudet, Ghislaine; Muller, Eric; Mgombelo, Joyce; Sacristán, Ana Isabel – International Journal of Mathematical Education in Science and Technology, 2020
The instrumental approach is a useful theoretical lens for understanding students' learning processes with a main focus on the transformation of an artefact (a human design for a goal-directed activity) into a meaningful instrument (i.e. an artefact and schemes developed by the student). In this paper, we articulate the instrumental approach for…
Descriptors: Undergraduate Students, College Mathematics, Programming Languages, Active Learning
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Keane, Therese; Chalmers, Christina; Boden, Marie; Williams, Monica – Technology, Pedagogy and Education, 2019
This research is part of a larger three-year study investigating the impact of humanoid robots on students' learning and engagement. In this case study, Aboriginal and non-Aboriginal students worked with a humanoid robot to develop, in parallel, both their programming skills and their understanding of the traditional Narungga language and culture.…
Descriptors: Programming Languages, Indigenous Populations, Learner Engagement, Robotics
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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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von Wangenheim, Christiane Gresse; Alves, Nathalia Cruz; Rodrigues, Pedro Eurico; Hauck, Jean Carlo – International Journal of Computer Science Education in Schools, 2017
In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as a lack of computing teachers and time in an already overloaded curriculum. A solution may be a multidisciplinary approach, integrating computing…
Descriptors: Computer Science Education, Computation, Thinking Skills, Interdisciplinary Approach
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Cadenas, José O.; Sherratt, R. Simon; Howlett, Des; Guy, Chris G.; Lundqvist, Karsten O. – IEEE Transactions on Education, 2015
This paper describes a virtual system that emulates an ARM-based processor machine, created to replace a traditional hardware-based system for teaching assembly language. The virtual system proposed here integrates, in a single environment, all the development tools necessary to deliver introductory or advanced courses on modern assembly language…
Descriptors: Cost Effectiveness, Feedback (Response), Student Attitudes, Computer Simulation
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, 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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Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine – Educational Technology & Society, 2013
Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…
Descriptors: Assignments, Computer Science, Program Evaluation, Computer Software
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Chang, Chih-Kai – Journal of Educational Computing Research, 2014
Scratch, a visual programming language, was used in many studies in computer science education. Most of them reported positive results by integrating Scratch into K-12 computer courses. However, the object-oriented concept, one of the important computational thinking skills, is not represented well in Scratch. Alice, another visual programming…
Descriptors: Foreign Countries, College Freshmen, Information Technology, Computer Science Education
Mok, Heng Ngee – Online Submission, 2011
Differentiated instruction in the form of tiered take-home lab exercises was implemented for students of an undergraduate-level programming course. This paper attempts to uncover the perceptions and usage patterns of students toward these new lab exercises using a comprehensive survey. Findings reveal that these tiered exercises are generally very…
Descriptors: Learner Engagement, Cooperative Learning, Programming, Individualized Instruction
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Gunion, Katherine; Milford, Todd; Stege, Ulrike – Journal of Problem Solving, 2009
Recursion is a programming paradigm as well as a problem solving strategy thought to be very challenging to grasp for university students. This article outlines a pilot study, which expands the age range of students exposed to the concept of recursion in computer science through instruction in a series of interesting and engaging activities. In…
Descriptors: Foreign Countries, Programming, Programming Languages, Middle School Students