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Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
Akar, Sacide Guzin Mazman; Altun, Arif – Contemporary Educational Technology, 2017
The purpose of this study is to investigate and conceptualize the ranks of importance of social cognitive variables on university students' computer programming performances. Spatial ability, working memory, self-efficacy, gender, prior knowledge and the universities students attend were taken as variables to be analyzed. The study has been…
Descriptors: Individual Differences, Learning Processes, Programming, Self Efficacy
Uysal, Murat Pasa – Contemporary Educational Technology, 2014
The introductory computer programming (CP) course has been taught for three decades in the faculty. Besides pursuing CP technology, one major goal has been enhancing learners' problem-solving (PS) skills. However, the current situation has implied that this might not be the case. Therefore, a research was conducted to investigate the effects of a…
Descriptors: Introductory Courses, Programming, Problem Solving, Skill Development