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Supanun Pimdee; Thapanee Seechaliao – Journal of Education and Learning, 2025
The research objectives were to 1) study the current conditions, problems, and good practices regarding teaching and learning 2) develop a blended instructional model using problem-based learning with graphic organizers to enhance systems thinking skills in computational science for students in lower secondary school and 3) study the results of…
Descriptors: Blended Learning, Instructional Materials, Secondary School Students, Grade 7
Kurtoglu Erden, Meltem; Seferoglu, Süleyman Sadi – Turkish Online Journal of Educational Technology - TOJET, 2023
The purpose of the current study was to evaluate the undergraduate program of the Computer Education and Instructional Technology (CEIT) Department. CEIT department is an undergraduate program that trains information technology teachers. The study group of the study, which was designed according to the descriptive research model, was consisted of…
Descriptors: Foreign Countries, Undergraduate Study, Computer Science Education, Information Technology
Alajlan, Hayat A. – Technology, Knowledge and Learning, 2023
The purpose of this quasi-experimental design study was to investigate and compare flipped learning (FL) and traditional learning (TL), and how FL impacts on student performance, participation and perceptions in higher education in Saudi Arabia. FL as an instructional approach has received much attention as a way to center learning on students in…
Descriptors: Flipped Classroom, Conventional Instruction, College Students, Computer Science Education
Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
Duarte, Vannessa; Cleveland-Slimming, Margareth; Vidal, Cristian; Contreras, Sergio – IEEE Transactions on Education, 2023
Contribution: This is one of the first studies that evaluated the combination of an Agile framework (i.e., Scrum) along with the Service-Learning methodologies applied to education settlement. Another tool that would help improve educational delivery quality is the Service-Learning methodology that enables students to experience hands-on learning…
Descriptors: Service Learning, Information Systems, Systems Development, Methods
I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
Dongkuk Lee; Hyuksoo Kwon – Education and Information Technologies, 2024
This study aimed to integrate the results of prior studies on the effectiveness of AI education in K-12 Korean classrooms to draw systematic and comprehensive conclusions. To achieve this goal, a review of 64 studies on AI education in Korea that were conducted from 2019 to 2023 was subjected to a meta-analysis. The total effect size of AI…
Descriptors: Meta Analysis, Artificial Intelligence, Elementary School Students, Secondary School Students
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Bermingham, Nevan; Boylan, Frances; Ryan, Barry – Innovations in Education and Teaching International, 2023
Peer Assisted Leaning (PAL) programmes have been shown to enhance learner confidence and have an overall positive effect on learner comprehension, particularly in subjects traditionally perceived as difficult. This research describes the findings of a three-cycle Action Research study into the perceived benefits of implementing such a programme…
Descriptors: Foreign Countries, Adult Students, Evidence Based Practice, Models
Chrysafiadi, Konstantina; Virvou, Maria; Tsihrintzis, George A.; Hatzilygeroudis, Ioannis – Education and Information Technologies, 2023
Nowadays, the improvement of digital learning with Artificial Intelligence has attracted a lot of research, as it provides solutions for individualized education styles which are independent of place and time. This is particularly the case for computer science, as a tutoring domain, which is rapidly growing and changing and as such, learners need…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science Education, Programming
Yepes, Igor; Barone, Dante Augusto Couto; Porciuncula, Cleber Mateus Duarte – Informatics in Education, 2022
With the growing search for qualified professionals in the exact area, teaching in STEM (Science, Technology, Engineering, and Mathematics) areas is gaining importance. In parallel, it appears that drones are an increasingly present reality in the civil area; however, there are few scientific studies of their application in the pedagogical…
Descriptors: STEM Education, Aviation Technology, Robotics, Teaching Methods
Sinlapaninman, Unyaparn; Pattanachai, Nakintorn – International Online Journal of Education and Teaching, 2022
This research aims to 1) study remote learning activities with competency-simulated classroom to promote the online teaching abilities of computer teacher students, 2) assess the suitability of learning activities, and 3) find out the effectiveness of learning activities according to the criteria of 80/80. Participants were 24 third-year students…
Descriptors: Preservice Teacher Education, Computer Science Education, Online Courses, Teacher Competencies
Fuchs-Kittowski, Frank; Siegeris, Juliane; Freiheit, Jörn – International Journal of Higher Education, 2020
This article describes and evaluates the concept of project studies in the part-time master's degree course "Professional IT-Business" at the HTW Berlin. The concept contains several elements which are intended to enable and support work process-integrated learning, or learning in real work processes and projects in companies. The…
Descriptors: Student Projects, Graduate Students, Foreign Countries, Experiential Learning
Säde, Merilin; Suviste, Reelika; Luik, Piret – Education Sciences, 2021
Massive open online courses (MOOCs) can potentially affect the lives of millions of people, but there is little research on how a programming MOOC could affect participants' lives after participation. In Estonia, we have organised several programming MOOCs over the years, attended by over 14,000 people. This inspired us to develop and validate a…
Descriptors: Online Courses, Programming, Foreign Countries, Computer Science Education
Furtado, Julio; Oliveira, Sandro Ronaldo Bezerra; Chaves, Rafael Oliveira – International Journal of Information and Communication Technology Education, 2021
In organizations that are seeking a high degree of maturity, it is necessary to achieve a statistical control of software processes and to know their behavior and operational performance. The approach adopted for the research involves reading articles and experience performance reports, practical cases, discussion, the use of games and simulators,…
Descriptors: Undergraduate Students, Computer Science Education, Teaching Methods, Computer Software