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Showing 1 to 15 of 123 results Save | Export
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Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
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Yuwamon Prasretsung; Naruemon Thepnuan; Duangkamol Kaewdaeng – Turkish Online Journal of Educational Technology - TOJET, 2024
The objectives of this research were to: 1) develop online lessons with the Google Classroom application on computer system operation for secondary 2 (Grade 8) students; 2) study pre-test and post-test academic achievement; and 3) study the students' satisfaction with the online lessons with the Google Classroom application on computer system…
Descriptors: Computer Software, Electronic Learning, Computers, Curriculum Development
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Puttasem, Duangjai – Shanlax International Journal of Education, 2022
The purposes of this research were: 1) to develop a blended learning model to promote analytical thinking ability and learning outcomes of Computer and Educational technology students 2) to compare analytical scores before and after blended teaching of Computers and Educational Technology students and 3) to study the satisfaction of students about…
Descriptors: Blended Learning, Thinking Skills, Outcomes of Education, Educational Technology
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Jijian Lu; Ruxin Zheng; Zikun Gong; Huifen Xu – IEEE Transactions on Learning Technologies, 2024
Generative artificial intelligence (AI) has emerged as a noteworthy milestone and a consequential advancement in the annals of major disciplines within the domains of human science and technology. This study aims to explore the effects of generative AI-assisted preservice teaching skills training on preservice teachers' self-efficacy and higher…
Descriptors: Professional Development, Artificial Intelligence, Thinking Skills, Self Efficacy
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Cheng, Po-Jen; Liao, Yuan-Hsun; Yu, Pao-Ta – International Review of Research in Open and Distributed Learning, 2021
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world…
Descriptors: Robotics, Grade 5, Elementary School Students, Teaching Methods
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Cárdenas-Cobo, Jesennia; Puris, Amilkar; Novoa-Hernández, Pavel; Galindo, José Angel; Benavides, David – IEEE Transactions on Learning Technologies, 2020
Learning computer programming is a challenging process. Among the current approaches for overcoming this challenge, visual programming languages (VPLs), such as Scratch, have shown very promising results for beginners. Interestingly, some higher education institutions have started to use VPLs to introduce basic programming concepts, mainly in CS1…
Descriptors: Computer Science Education, Programming, Programming Languages, Teaching Methods
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Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
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Arslan, Esra; Isbulan, Onur – Malaysian Online Journal of Educational Technology, 2021
In this research, the effects of individual and teamwork activities on perceptions of block-based programming self-efficacy and attitudes towards robotic programming tried to be determined. The research has conducted in a private school located in Sariyer, district of Istanbul province in the 2nd academic year of 2018-2019 with 32 students from…
Descriptors: Computer Science Education, Programming Languages, Robotics, Individual Instruction
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Birhan, Amare Tesfie – International Journal of Language Education, 2021
Lexical bundles are two or more string of words that co-occur frequently in a corpus. Hence, this corpus-based research design study examines the effects of lexical bundles on English as a foreign language learner's abstract genre academic writing skills, and it also investigates students' perception towards lexical bundles instruction to enhance…
Descriptors: Phrase Structure, Teaching Methods, Computational Linguistics, Second Language Learning
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Mir, Nazir Ahmad; Fathima, Afrah; Suppala, Srinivas – International Journal of Adult Education and Technology, 2022
The world has witnessed changes in teaching and learning attitudes ever since the dawn of the technological revolution. Additionally, the overwhelming propensity for technology among Indian teachers and pupils has had a great effect on the country's educational system. On this basis, a study was done to determine how much teachers and students…
Descriptors: Teaching Methods, Educational Change, Blended Learning, Intervention
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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Kardipah, Seipah; Wibawa, Basuki – TechTrends: Linking Research and Practice to Improve Learning, 2020
This quasi-experimental study was conducted to investigate the effectiveness of PBL (problem-based learning) in a Flipped-Blended learning environment for improving the performance in a Computer Application Course of Bachelor of Economics for first year students at the Muhammadiyah School of Economics Jakarta, Indonesia. The respondents of this…
Descriptors: Blended Learning, Computer Simulation, Computer Literacy, Instructional Effectiveness
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Gezgin, Deniz Mertkan – International Journal of Distance Education Technologies, 2019
This article investigates the effect of mobile learning support on students' academic success on a database management systems (DBMS) course. The research was carried out with 36 students attending a state university in Turkey. In this study, a mixed method was used, which includes both quantitative and qualitative data collection techniques. For…
Descriptors: Management Systems, Databases, Academic Achievement, Pretests Posttests
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Karaahmetoglu, Kübra; Korkmaz, Özgen – Online Submission, 2019
The aim of this study is to investigate the effects of project-based Arduino educational robot applications on students' computational thinking skills and their perception of STEM skill levels. The study group consists of 6th grade students from 2 different secondary schools from Turkey. Within the scope of the research, classes were assigned to…
Descriptors: Robotics, Thinking Skills, Programming, Student Projects
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Asif, Muhammad; Sheeraz, Muhammad; Sacco, Steven J. – Pegem Journal of Education and Instruction, 2022
The current investigation aimed to explore how and to what extent technology tools and web-delivered language learning platforms impact the academic performance of English language learners (ELLs) at the tertiary level. The study used a quantitative experimental research method employing a single-group pre-test and post-test design. A total of…
Descriptors: Academic Achievement, Comparative Analysis, Undergraduate Students, Second Language Instruction
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