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Showing 1 to 15 of 31 results Save | Export
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Hua-Xu Zhong; Jui-Hung Chang; Chin-Feng Lai; Pei-Wen Chen; Shang-Hsuan Ku; Shih-Yeh Chen – Education and Information Technologies, 2024
Artificial intelligence (AI) education is becoming an advanced learning trend in programming education. However, AI subjects can be difficult to understand because they require high programming skills and complex knowledge. This makes it challenging to determine how different departments of students are affected by them. This study draws on…
Descriptors: Undergraduate Students, Artificial Intelligence, Programming, STEM Education
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Lin, Guan-Yu; Liao, Yi-Wen; Su, Zhi-Yuan; Wang, Yu-Min; Wang, Yi-Shun – Education and Information Technologies, 2023
This study attempts to: (a) investigate whether positive and negative emotions mediate the pathways linking self-efficacy for learning programming with effort and persistence in undergraduates' learning Scratch programming combining with a programmable hardware platform (i.e., Arduino), and (b) assess the effect of academic major (i.e.,…
Descriptors: Undergraduate Students, Academic Persistence, Programming, Self Efficacy
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Oscar Karnalim – Informatics in Education, 2024
Programming students need to be informed about plagiarism and collusion. Hence, we developed an assessment submission system to remind students about the matter. Each submission will be compared to others and any similarities that do not seem a result of coincidence will be reported along with their possible reasons. The system also employs…
Descriptors: Programming, Integrity, Academic Achievement, Plagiarism
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2018
Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tournament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this paper, the author shares his multi-year experience of…
Descriptors: Games, Computer Science Education, Programming, Programming Languages
Al-Makhzoomy, Alaa Khalaf – ProQuest LLC, 2018
The study investigated the effect of Game Development-Based Learning (GDBL) on the ability of IT undergraduates in Jordanian universities to define the concepts of computer programming and Object-Oriented Programming (OOP) and their ability to program in C++. An instruction was designed for an eight-week-long online course to allow the…
Descriptors: Foreign Countries, Games, Information Technology, Undergraduate Students
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Olipas, Cris Norman P.; Leona, Rodibelle F.; Villegas, Andrew Caezar A.; Cunanan, Angelito I., Jr.; Javate, Charles Lawrence P. – Online Submission, 2021
The 21st century has caused numerous significant impacts and advancements in the lives of people. Information Technology (IT) has contributed essential benefits in the different areas of the society. One of the vital skills in developing IT solutions is programming. For many, writing computer programs may be a very challenging task which may…
Descriptors: Academic Achievement, Programming, Information Technology, Computer Science Education
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Yang, Fan; Akanbi, Temitope; Chong, Oscar Wong; Zhang, Jiansong; Debs, Luciana; Chen, Yunfeng; Hubbard, Bryan J. – Journal of Civil Engineering Education, 2024
Computing technology is reshaping the way in which professionals in the architecture, engineering, and construction industries conduct their business. The execution of construction tasks is changing from traditional 2D to 3D building information modeling (BIM)-based concepts. The use of BIM is expanded and enriched by the introduction of advanced…
Descriptors: Civil Engineering, Engineering Education, Programming Languages, Construction Management
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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
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Xu, Jia; Wei, Tingting; Lv, Pin – International Educational Data Mining Society, 2022
In an Intelligent Tutoring System (ITS), problem (or question) difficulty is one of the most critical parameters, directly impacting problem design, test paper organization, result analysis, and even the fairness guarantee. However, it is very difficult to evaluate the problem difficulty by organized pre-tests or by expertise, because these…
Descriptors: Prediction, Programming, Natural Language Processing, Databases
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Sangwin, Christopher J.; O'Toole, Claire – International Journal of Mathematical Education in Science and Technology, 2017
This paper reports a study which investigated the extent to which undergraduate mathematics students in the United Kingdom are currently taught to programme a computer as a core part of their mathematics degree programme. We undertook an online survey, with significant follow-up correspondence, to gather data on current curricula and received…
Descriptors: Mathematics Curriculum, Mathematics Instruction, Programming, Foreign Countries
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Olipas, Cris Norman P.; Cochanco, Rose Anne G. – Online Submission, 2021
This study aimed at assessing the cognitive determinants of the BSIT students during the second semester of the academic year 2019-2020. A total of three hundred ninety-four (394) respondents participated in this study to understand the relationship of the cognitive determinants to their academic performance in a major programming course. Results…
Descriptors: Information Technology, Cognitive Ability, Programming, Gender Differences
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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
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Hartati, Sulis Janu; Vitianingsih, Anik Vega; Kurniati, Neny; Sulistyowati; Muhajir – International Education Studies, 2020
This paper examines the limited proficiency to engage in programming algorithms among university students in information technology and information system in several universities across Surabaya, Indonesia. The purpose of this research is to find the most influential factor in learning programming algorithm using a quantitative approach. The…
Descriptors: Mathematics Skills, Thinking Skills, Programming, Information Technology
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Wulandari, Stepani Sisca; Ali, Syaiful – Accounting Education, 2019
Although the eXtensible Business Reporting Language (XBRL) can improve the utilization of accounting information, the acceptance of this technology has been slower than anticipated. Some studies suggest that education can raise awareness of XBRL, thus improving its adoption in a country. This study describes the perspectives of accounting…
Descriptors: Accounting, Computer Software, Foreign Countries, Technology Integration
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Douce, Chris – Open Learning, 2019
This paper describes an Open University eSTEeM project that gathered the experiences of computing and information technology tutors who teach an undergraduate module called "Web Technologies" with the intention of understanding more about how they and their students can be best supported. Twelve distance learning tutors were interviewed…
Descriptors: Undergraduate Study, Educational Technology, Technology Uses in Education, Distance Education
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