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Costa, Joana Martinho; Miranda, Guilhermina Lobato – Informatics in Education, 2019
This paper presents an approach to the initial programming learning using the four components instructional model and the Alice software. The quasi-experimental design was developed with two groups of students that attended two schools with very different socioeconomic status and school retention levels. The differences obtained in the mean of the…
Descriptors: Computer Software, Instructional Design, Models, Programming
Silva, Leonardo; Mendes, António; Gomes, Anabela; Fortes, Gabriel – International Journal of Computer-Supported Collaborative Learning, 2023
The use of computational scaffolding is a crucial strategy to foster students' regulation of learning skills, which is associated with increased learning achievement. However, most interventions treat the regulatory processes as individual actions isolated from a social context. This view contradicts the most recent research that points to the…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Learning Processes, Computation
Guney, Zafer – Malaysian Online Journal of Educational Technology, 2019
The aim of this study is to introduce the four-component instructional design (4C/ID) model in teaching loops for programming by using the model, which is defined in programming instruction, with the principles of the model for teaching technical skills and to discuss the differences in instructional planning and to discuss in the process of…
Descriptors: Instructional Design, Computer Science Education, Programming, Models
Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Yabing Jiang; Kazuo Nakatani – Journal of Information Systems Education, 2025
This research answers the call for Information Systems (IS) faculty to actively embrace rapidly advancing AI tools in teaching. We experimented with redesigning learning activities in two courses, requiring students to use GenAI, to aid student learning and teach responsible use of GenAI. The results show that students in the experimental group…
Descriptors: Teaching Methods, Technology Integration, Artificial Intelligence, Higher Education
Mangaroska, Katerina; Sharma, Kshitij; Gaševic, Dragan; Giannakos, Michail – Journal of Computer Assisted Learning, 2022
Background: Problem-solving is a multidimensional and dynamic process that requires and interlinks cognitive, metacognitive, and affective dimensions of learning. However, current approaches practiced in computing education research (CER) are not sufficient to capture information beyond the basic programming process data (i.e., IDE-log data).…
Descriptors: Cognitive Processes, Psychological Patterns, Problem Solving, Programming
Sendurur, Polat – Education and Information Technologies, 2019
Computer Science Unplugged (CS-Unplugged) has been evolving in computer science education. It is a promising approach especially for introductory programming skills and computer science concepts. The skills of the computer science instructors/teachers, who convert the approach into practice, can be crucial during the preparation of CS-Unplugged…
Descriptors: Preservice Teachers, Computer Science Education, Programming, Learning Activities
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
Hidiroglu, Çaglar Naci – Journal of Pedagogical Research, 2022
This study adopts a holistic single-case design to explain the task design processes of mathematics student teachers (MSTs) regarding History, Theory, Technology, and Modeling (HTTM). A criterion sampling method was used to select nine MSTs who had successfully completed "algorithms and programming" course. Video analyses, written answer…
Descriptors: Mathematics Teachers, Student Teachers, Instructional Design, Mathematics Instruction
Colin M. Gray; Paul Parsons; Austin L. Toombs; Nancy Rasche; Mihaela Vorvoreanu – International Journal of Designs for Learning, 2020
In this design case, we describe a multi-year process during which a team of faculty designed a four-year undergraduate major in user experience (UX) design at a large research-intensive institution. We document the program- and course-level design experiences of five faculty members. This multi-year process has culminated in a dual-strand,…
Descriptors: Instructional Design, Undergraduate Study, Majors (Students), Curriculum Development
Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
Chung, Cheng-Yu; Awad, Nayif; Hsiao, I-Han – Australasian Journal of Educational Technology, 2021
Although numerous studies have demonstrated different ways that augmented reality (AR) can assist students to understand the learning content via contextualised visualisation, less explored is its effect on collaborative problem-solving (CPS) in computer programming. This study aims to investigate how AR affects a CPS in a programming task. We…
Descriptors: Problem Solving, Problem Based Learning, Cooperative Learning, Computer Simulation
Herron, Josh; Wolfe, Kathryn A. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Colleges and schools of education serve K12 educators very well in many areas and there are instructional design programs housed in traditional academic units that produce high-caliber scholars and researchers that impact our field. However, this article suggests that partnerships between university innovation hubs and K12 schools fill a gap of…
Descriptors: Instructional Design, Educational Technology, Educational Innovation, Programming
Murai, Yumiko; Ikejiri, Ryohei; Yamauchi, Yuhei; Tanaka, Ai; Nakano, Seiko – Interactive Learning Environments, 2023
Cultivating children's creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critically, work cooperatively, and take risks while actively engaged in meaningful projects. While current trends in education, such as maker…
Descriptors: Creativity, Imagination, Teaching Methods, Computer Science Education
Damsa, Crina; Nerland, Monika; Andreadakis, Zacharias E. – British Journal of Educational Technology, 2019
This paper argues for the need to develop a relational, emergent and plural understanding of learning spaces. We take an ecological perspective on learning, which allows us to conceptualize learning spaces as (co-)constructed by learners; emerging through learners' practices, interactions and activities; and facilitated by pedagogical…
Descriptors: Educational Environment, Educational Technology, Ecological Factors, Affordances

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