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Sokratis Tselegkaridis; Theodosios Sapounidis; Christos Tokatlidis; Dimitrios Papakostas – IEEE Transactions on Education, 2025
Contribution: This study focuses on microcontroller circuits and aims to: 1) investigate the impact of formal reasoning on students' post-knowledge using catastrophe theory; 2) compare the different combination sequences of tangible user interface (TUI) and graphical user interface (GUI); and 3) assess the usability of both interfaces and explore…
Descriptors: College Students, Electronics, Electronic Equipment, Engineering Education
Thanapat Sripan; Komgrit Manyam – Journal of Education and Learning, 2025
This study explores the challenges and effectiveness of game-based learning (GBL) through Minecraft: Education Edition (M:EE) in teaching coding and fostering creative thinking among fourth-grade students in Thailand. Conducted over eight weeks in 2023 at a laboratory school in Bangkok, the study involved 284 students. Data was gathered using…
Descriptors: Game Based Learning, Computer Science Education, Creative Thinking, Coding
Nitesh Kumar Jha; Plaban Kumar Bhowmik; Kaushal Kumar Bhagat – Educational Technology Research and Development, 2024
A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning…
Descriptors: Thinking Skills, Computer Science Education, Comparative Analysis, Problem Solving
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Ho, Chun-Heng; Zhang, Hang-qin; Li, Juan; Zhang, Min-quan – International Journal of Distance Education Technologies, 2023
Digital education has recently become a mainstream education model. Despite digital education's increasing popularity, there remain issues when it comes to teacher-student interactions in digital space, which have made it impossible for this model to achieve the same teaching quality as traditional in-person education. Compared with other academic…
Descriptors: Technology Uses in Education, Electronic Learning, Teacher Student Relationship, Interaction
Dan Sun; Fan Xu – Journal of Educational Computing Research, 2025
Real-time collaborative programming (RCP), which allows multiple programmers to work concurrently on the same codebase with changes instantly visible to all participants, has garnered considerable popularity in higher education. Despite this trend, little work has rigorously examined how undergraduates engage in collaborative programming when…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Undergraduate Students
Kapoor, Madhu; Yang, Zhanxia; Bers, Marina – Journal of Technology and Teacher Education, 2022
Prior work has shown a lack of quality professional development (PD) programs specifically targeted for early elementary teachers to improve their knowledge and self-efficacy around teaching coding in their classrooms. Whereas traditional PD programs in this area have relied upon in-person workshops, the COVID-19 pandemic necessitated the need to…
Descriptors: Elementary School Teachers, Faculty Development, Electronic Learning, Distance Education
Mao, Ye; Shi, Yang; Marwan, Samiha; Price, Thomas W.; Barnes, Tiffany; Chi, Min – International Educational Data Mining Society, 2021
As students learn how to program, both their programming code and their understanding of it evolves over time. In this work, we present a general data-driven approach, named "Temporal-ASTNN" for modeling student learning progression in open-ended programming domains. Temporal-ASTNN combines a novel neural network model based on abstract…
Descriptors: Programming, Computer Science Education, Learning Processes, Learning Analytics
Satratzemi, Maya; Stelios, Xinogalos; Tsompanoudi, Despina – Journal of Educational Computing Research, 2023
This paper presents a Systematic Literature Review (SLR) of fifty-seven studies on Distributed Pair Programming (DPP) in higher education, identifying which studies investigated factors on the effectiveness of DPP as a method for learning programming, factors related to mediating and stimulating interactions between students, the…
Descriptors: Programming, Teamwork, Higher Education, Instructional Effectiveness
Asmaa Bengueddach; Djamila Hamdadou – International Society for Technology, Education, and Science, 2024
The COVID-19 pandemic, an unprecedented global health crisis, has not only significantly impacted public health but has also caused substantial disruptions to conventional education systems. In response to these challenges, our institution has undertaken innovative measures within the realm of education. A pivotal aspect of our response involves…
Descriptors: Personal Autonomy, Online Courses, Educational Change, Coding
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
Mahdi, Hassan Saleh – Journal of Educational Computing Research, 2018
Mobile devices are considered as the most widely used information and communication technologies. They have provided great advantages in language learning. This study reports a meta-analysis of the effectiveness of using mobile devices on vocabulary learning. A meta-analysis was conducted on research that compared the outcomes from students…
Descriptors: Instructional Effectiveness, Handheld Devices, Electronic Learning, Educational Technology
Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
Li, Hui-Chuan; Tsai, Tsung-Lung – Educational Studies, 2017
Research on problem-based learning (PBL) has tended to focus on the graduate level of education, paying less attention to the primary school level and to what is involved for students during the implementation of PBL. In this paper we take a step towards addressing this need for research by reporting findings from a descriptive, explanatory case…
Descriptors: Problem Based Learning, Mathematics Instruction, Elementary School Mathematics, Elementary School Students
Kaya, S.; Kablan, Z.; Akaydin, B. B.; Demir, D. – Science Education International, 2015
The current study examined the time spent in various types of science instruction with regard to teachers' awareness of instructional activities. The perceived effectiveness of instructional activities in relation to the allocation of time was also examined. A total of 30 4th grade teachers (17 female, 13 male), from seven different primary…
Descriptors: Science Instruction, Teaching Methods, Learning Activities, Grade 4

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