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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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Franc Vrbancic; Slavko Kocijancic – Education and Information Technologies, 2024
Microcontroller programming competencies contribute to the sustainable employability of engineering graduates of both higher and secondary education. To develop the required programming skills, one of the challenges for educators is to determine which programming environments should be implemented in introductory programming courses. Conceptually,…
Descriptors: Programming, Competence, Introductory Courses, Secondary Education
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Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
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Huiyan Ye; Oi-Lam Ng; Zhihao Cui – Journal of Educational Computing Research, 2024
Computational thinking (CT) has received much attention in mathematics education in recent years, and researchers have begun to experiment with the integration of CT into mathematics education to promote students' CT and mathematical thinking (MT) development. However, there is a lack of empirical evidence and new theoretical perspectives on the…
Descriptors: Programming, Thinking Skills, Mathematics Skills, Mathematical Logic
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Torres Jiménez, Stephanie; Ramírez-Echeverry, Jhon Jairo; Restrepo-Calle, Felipe – Journal of Educational Computing Research, 2024
This article presents the design, construct validation, and reliability of a self-report instrument in Spanish that aims to characterize different types of strategies that students can use to learn computer programming. We provide a comprehensive overview of the identification of learning strategies in the existing literature, the design and…
Descriptors: Test Construction, Construct Validity, Test Reliability, Questionnaires
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Schmid, Rahel; Robin, Nicolas; Smit, Robbert; Strahl, Alexander – European Journal of STEM Education, 2022
Secondary school students often lack the necessary motivation to program visually. The present study aims to analyse the effects of error learning orientation on students' intrinsic motivation for visual programming. According to the control-value theory of Pekrun (2006), we posit that the influence of error learning orientation on intrinsic…
Descriptors: Error Patterns, Student Motivation, Programming, Visual Aids
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Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
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Jui-Hung Chang; Chi-Jane Wang; Hua-Xu Zhong; Hsiu-Chen Weng; Yu-Kai Zhou; Hoe-Yuan Ong; Chin-Feng Lai – Educational Technology Research and Development, 2024
Amidst the rapid advancement in the application of artificial intelligence learning, questions regarding the evaluation of students' learning status and how students without relevant learning foundation on this subject can be trained to familiarize themselves in the field of artificial intelligence are important research topics. This study…
Descriptors: Artificial Intelligence, Technological Advancement, Student Evaluation, Models
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Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
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Michailidis, Nikolaos; Kapravelos, Efstasthios; Tsiatsos, Thrasyvoulos – Interactive Learning Environments, 2022
Students' skilful use of self-regulatory learning strategies is becoming fundamental to the advent of blog-based learning. Moreover, the use of Interaction Analysis (IA) in studying the learning dynamics in Computer-Supported Collaborative Learning (CSCL) activities is on the increase, particularly aiming to support participants by means of IA…
Descriptors: Interaction Process Analysis, Student Motivation, Learning Strategies, Electronic Learning
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Fung, Tze-ho; Li, Wing-yi – Practical Assessment, Research & Evaluation, 2022
Rough set theory (RST) was proposed by Zdzistaw Pawlak (Pawlak,1982) as a methodology for data analysis using the notion of discernibility of objects based on their attribute values. The main advantage of using RST approach is that it does not need additional assumptions--like data distribution in statistical analysis. Besides, it provides…
Descriptors: Gifted, Metacognition, Learning Strategies, Programming Languages
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Shi, Nianfeng; Cui, Wen; Zhang, Ping; Sun, Ximing – Journal of Educational Computing Research, 2018
This research applies the roles of variables to the novice programmers in the C language programming. The results are evaluated using the Structure of Observed Learning Outcomes (SOLO) taxonomy. The participants were divided into an experimental group and a control group. The students from the control group learned programming in the traditional…
Descriptors: Computer Science Education, Programming, Programming Languages, Novices
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Kohn, Shanna; Foulds, Kim; Cole, Charlotte; Matthews, Mackenzie; Hussein, Laila – Journal on Education in Emergencies, 2021
This paper highlights the use of a participatory, trauma-informed approach in the creation of "Ahlan Simsim," a Sesame Street television program for the Middle East, and asserts the importance of using a participatory approach to designing culturally relevant SEL content. "Ahlan Simsim" is a component of a larger initiative of…
Descriptors: Social Emotional Learning, Culturally Relevant Education, Workshops, Trauma
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Lin, Guan-Yu – Journal of Educational Computing Research, 2016
This study has two central purposes: First, it examines not only the roles of gender and persistence in undergraduate computing majors' learning self-efficacy, computer self-efficacy, and programming self-efficacy but also Bandura's hypothesized sources of self-efficacy; second, it examines the influence of sources of efficacy on the three…
Descriptors: Sex Role, Persistence, Self Efficacy, Beliefs
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Çakiroglu, Ünal; Er, Betül; Ugur, Nursel; Aydogdu, Esra – International Journal of Computer Science Education in Schools, 2018
This study attempts to understand the relationship between learning styles and self-regulated learning of preservice computer teachers in a programming course. Students' strategies for self-regulation with regard to their learning styles were assessed on the basis of qualitative data in terms of programming course. The Turkish version of…
Descriptors: Learning Strategies, Independent Study, Programming, Computer Science Education
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