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Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
Sanal Kumar T. S.; R. Thandeeswaran – Education and Information Technologies, 2024
The COVID-19 pandemic has forced a significant increase in the utilization of video-based e-learning platforms for programming education. These platforms never considered the essential attributes of student characteristics and learning preferences while designing such a problematic subject having high dropout and failure rates. The traditional…
Descriptors: Blended Learning, Electronic Learning, Higher Education, Programming
Ramle, Rosni; Rosli, D'oria Islamiah; Nathan, Shelena Soosay; Berahim, Mazniha – International Journal of Evaluation and Research in Education, 2020
Dijkstra algorithm is important to be understood because of its many uses. However, understanding it is challenging. Various methods to teach and learn had been researched, with mixed results. The study proposes question-led approach of the algorithm in a game-based learning context. The game designed based on an existing game model, developed and…
Descriptors: Game Based Learning, Mathematics, Graphs, Instructional Effectiveness
Viliam, Duriš; Dalibor, Gonda; Anna, Tirpáková; Pavlovicová, Gabriela – Education Sciences, 2021
The presented paper is devoted to the new teaching model of congruences of computer science students within the subject of discrete mathematics at universities. The main goal was to create a new model of teaching congruences on the basis of their connection with Diophantine equations and subsequently to verify the effectiveness and efficiency of…
Descriptors: Mathematics Instruction, Equations (Mathematics), College Mathematics, Computer Science Education
Kátai, Zoltán; Osztián, Erika – International Journal of Instruction, 2021
In this paper the challenge of promoting computational thinking for all by contextualized computing education is addressed. The two phases learning session we designed was implemented in the AlgoRythmics environment which includes ten algorithmic dance choreographies (and attached interactive computer animations). In addition to previous studies…
Descriptors: Computer Science Education, Thinking Skills, Mathematics, College Freshmen
I-Fan Liu; Hui-Chun Hung; Che-Tien Liang – Interactive Learning Environments, 2024
With the rise of big data, artificial intelligence, and other emerging information technologies, an increasing number of students without computer science (CS) backgrounds have begun to learn programming. Programming is considered a complex task for beginners, and instructors find it difficult to quickly address all the problems that students…
Descriptors: Programming, Student Attitudes, Blended Learning, Video Technology
Yin, Jiaqi; Goh, Tiong-Thye; Yang, Bing; Xiaobin, Yang – Journal of Educational Computing Research, 2021
This study investigated the impact of a chatbot-based micro-learning system on students' learning motivation and performance. A quasi-experiment was conducted with 99 first-year students taking part in a basic computer course on number system conversion. The students were assigned to a traditional learning group or a chatbot-based micro-learning…
Descriptors: Educational Technology, Technology Uses in Education, Student Motivation, Academic Achievement
Amaya Chávez, Danilo; Gámiz-Sánchez, Vanesa-María; Cañas Vargas, Antonio – Journal of Technology and Science Education, 2020
In the present article we analyse the impact of problem-based learning (PBL) on learning and perceptions in first-year students undertaking Engineering in Computer Sciences. The module designed took a number of advanced theories of PBL and its application within the Engineering profession. Mixed methods were used to enable data from qualitative…
Descriptors: Problem Based Learning, Instructional Effectiveness, Academic Achievement, Student Attitudes
Mudrák, Marián; Turcáni, Milan; Reichel, Jaroslav – Journal on Efficiency and Responsibility in Education and Science, 2020
At current e-learning platforms, is often seen non-efficient usage of their possibilities when creating educational content. This article deals with the possibilities of using adaptive tools that are offered by learning management system (LMS) Moodle when creating a personalised e-course. The methodology created by the authors of the article for…
Descriptors: Individualized Instruction, Computer Science Education, Electronic Learning, Online Courses
Lakshminarayanan, Srinivasan; Rao, N. J.; G. K., Meghana – Higher Education for the Future, 2021
The introductory programming course, commonly known as CS1 and offered as a core course in the first year in all engineering programs in India, is unique because it can address higher cognitive levels, metacognition and some aspects of the affective domain. It can provide much needed transformative experiences to students coming from a system of…
Descriptors: Transformative Learning, Mastery Learning, Computer Science Education, Programming
Förster, Anna; Dede, Jens; Udugama, Asanga; Förster, Alexander; Helms, Daniel; Kniefs, Louis; Müller, Julia; Gerken, Lars; Richter, Franziska; Kulmann, Jan – Education Sciences, 2021
In this paper, we present our experience with redesigning an introductory computer science course for (electrical) engineers with blended learning concepts. It is a large mandatory course with eight credit points over the course of two semesters, where first year electrical engineers learn how to program with Arduino, C and Python. Additionally,…
Descriptors: Blended Learning, Introductory Courses, Required Courses, Computer Science Education
Lin, Yen-Yu – Taiwan Journal of TESOL, 2023
This study examined the effectiveness of guided data-driven learning (DDL) activities on helping technological university students with a lower-intermediate proficiency level to learn grammar and vocabulary topics for the TOEIC test. The question of whether inductive learners make more progress than deductive learners was also addressed. A total…
Descriptors: Grammar, Teaching Methods, Second Language Learning, English (Second Language)
Lee, V. C. S.; Yu, Y. T.; Tang, C. M.; Wong, T. L.; Poon, C. K. – Journal of Computer Assisted Learning, 2018
Many students need assistance in debugging to achieve progress when they learn to write computer programs. Face-to-face interactions with individual students to give feedback on their programs, although definitely effective in facilitating their learning, are becoming difficult to achieve with ever-growing class sizes. This paper proposes a novel…
Descriptors: Computer Science Education, Programming, Computer Software, Feedback (Response)
Anwar, Saira – Grantee Submission, 2019
Passive learning environments to teach programming concepts, especially in large lecture classes, hinder students' motivation, performance and may adversely affect their achievement goals. The study presents the use of two instructional strategies, teamwork, and reflective thinking, using educational technologies introduced in a class of 120…
Descriptors: Educational Technology, Technology Integration, Instructional Effectiveness, Teamwork