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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
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Saltan, Fatih – Journal of Education and Learning, 2017
Online Algorithm Visualization (OAV) is one of the recent developments in the instructional technology field that aims to help students handle difficulties faced when they begin to learn programming. This study aims to investigate the effect of online algorithm visualization on students' achievement in the introduction to programming course. To…
Descriptors: Information Technology, Control Groups, Experimental Groups, Programming
Chenoweth, Tim; Corral, Karen; Scott, Kit – Journal of Information Systems Education, 2016
This study evaluates two content delivery options for teaching a programming language to determine whether an asynchronous format can achieve the same learning efficacy as a traditional lecture (face-to-face) format. We use media synchronicity theory as a guide to choose media capabilities to incorporate into an asynchronous tutorial used…
Descriptors: Feedback (Response), Programming, Programming Languages, Electronic Learning
Tekerek, Mehmet; Altan, Tugba – Online Submission, 2014
In this study, the effect of Scratch environment in teaching algorithm in elementary school 6th grade Information and Communication Technologies course was examined. The research method was experimental method. Control group, pretest-posttest design of experimental research method and a convenience sample consisting of 60 6th grade students were…
Descriptors: Grade 6, Elementary School Students, Experimental Groups, Control Groups
Kazakoff, Elizabeth R.; Sullivan, Amanda; Bers, Marina U. – Early Childhood Education Journal, 2013
This paper examines the impact of programming robots on sequencing ability during a 1-week intensive robotics workshop at an early childhood STEM magnet school in the Harlem area of New York City. Children participated in computer programming activities using a developmentally appropriate tangible programming language CHERP, specifically designed…
Descriptors: Children, Robotics, Programming Languages, Control Groups
Lim, Billy; Hosack, Bryan; Vogt, Paul – Electronic Journal of e-Learning, 2012
This paper describes a framework for measuring student learning gains and engagement in a Computer Science 1 (CS 1) / Information Systems 1 (IS 1) course. The framework is designed for a CS1/IS1 course as it has been traditionally taught over the years as well as when it is taught using a new pedagogical approach with Web services. It enables the…
Descriptors: Academic Achievement, Computer Science, Internet, Information Systems
Gaspar, Alessio; Langevin, Sarah; Boyer, Naomi; Armitage, William – Computer Science Education, 2009
This study broadens the objectives of previous work (Boyer, N., Langevin, S., Gaspar, A. (2008). "Self direction and constructivism in programming education." "Proceedings of the ACM Special Interest Group in IT Education Conference," 16-18 October 2008, Cincinnati, OH) in which we used a survey-based instrument, the Personal…
Descriptors: Constructivism (Learning), Online Courses, Program Effectiveness, Programming
Ludi, Stephanie; Reichlmayr, Tom – ACM Transactions on Computing Education, 2011
This article describes an outreach program to broaden participation in computing to include more students with visual impairments. The precollege workshops target students in grades 7-12 and engage students with robotics programming. The use of robotics at the precollege level has become popular in part due to the availability of Lego Mindstorm…
Descriptors: High School Students, Visual Impairments, Middle School Students, Outreach Programs
Long, Ju – Journal of Information Technology Education, 2007
Improving learning effectiveness has always been a constant challenge in software education and training. One of the primary tasks educators face is to motivate learners to perform to their best abilities. Using computer games is one means to encourage learners to learn (Klawe, 1994). When games are used in general education, they could enhance…
Descriptors: Motivation, Computer Software, Programming, Researchers