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Showing 1 to 15 of 31 results Save | Export
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Dawar, Deepak – Journal of Information Systems Education, 2023
For most beginners, learning computer programming is a complex undertaking. Demotivation and learned helplessness have been widely reported. In addition to the subject's complexity, low in-class involvement has been linked to poor student performance. This work introduces a novel instructional technique called Student-Driven Probe Instruction…
Descriptors: Computer Science Education, Programming, Introductory Courses, Teaching Methods
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Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
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Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
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Xin Gong; Zhixia Li; Ailing Qiao – Education and Information Technologies, 2025
Feedback is crucial during programming problem solving, but context often lacks critical and difference. Generative artificial intelligence dialogic feedback (GenAIDF) has the potential to enhance learners' experience through dialogue, but its effectiveness remains sufficiently underexplored in empirical research. This study employed a rigorous…
Descriptors: Artificial Intelligence, Technology Uses in Education, Dialogs (Language), Feedback (Response)
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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
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Pakpour, Nazzy; Nouredini, Sahar; Tandon, James – IEEE Transactions on Education, 2022
Contribution: Although engineering hackathon events are common, this is one of the first reports of such an event used for the purpose of teaching engineering students about public health concepts. Results from this study suggest that hackathons are an effective format for teaching topics that are not core to the engineering discipline in a short…
Descriptors: Undergraduate Students, Engineering Education, Computer Science Education, Programming
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Dalize van Heerden; Jeanne Kriek – Online Submission, 2024
Researchers and educators are concerned about student success in tertiary programming courses, a situation that is even more pronounced in open and distance e-learning institutions. The aim of this study was to integrate 60 video lessons and compare passing and failing student in terms of their performance in JavaScript with three broad online…
Descriptors: Video Technology, Technology Uses in Education, Electronic Learning, Introductory Courses
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Socratous, Chrysanthos; Ioannou, Andri – Educational Technology Research and Development, 2021
The study aims to compare the effect of a structured versus an unstructured educational robotics (ER) curriculum on (a) the frequency and type of programming errors made by students in block-based programming, (b) their ability to debug a programme, and (c) their engagement in the learning process. The authors' hypothesis is that, in programming…
Descriptors: Robotics, Educational Technology, Programming Languages, Computer Science Education
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Kiraly, Sandor; Balla, Tamas – Acta Didactica Napocensia, 2020
Our online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to…
Descriptors: Programming, Computer Science Education, Educational Games, Online Courses
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Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
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Adkins, Joni K.; Linville, Diana R.; Badami, Charles – Information Systems Education Journal, 2020
Online textbooks allow instructors to provide interactive and engaging activities for students. In this paper, we look at how providing an interactive online textbook is utilized and valued in a beginning computer programming course. In addition, we compare the utilization of the online textbook to the student final course grade. Our findings…
Descriptors: Instructional Effectiveness, Introductory Courses, Programming, Computer Science Education
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Corritore, Cynthia; Love, Betty – Journal of Information Technology Education: Innovations in Practice, 2020
Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or…
Descriptors: Introductory Courses, Programming, Computer Science Education, Management Information Systems
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Keane, Therese; Chalmers, Christina; Boden, Marie; Williams, Monica – Technology, Pedagogy and Education, 2019
This research is part of a larger three-year study investigating the impact of humanoid robots on students' learning and engagement. In this case study, Aboriginal and non-Aboriginal students worked with a humanoid robot to develop, in parallel, both their programming skills and their understanding of the traditional Narungga language and culture.…
Descriptors: Programming Languages, Indigenous Populations, Learner Engagement, Robotics
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Carbonaro, Antonella – Interactive Learning Environments, 2019
There have been many successful examples of new methodological approaches developed to help students in computer programming courses. Of these approaches, the peer assessment mechanism could be useful in providing students with opportunities to learn from one another, improve their learning experience and reach efficient learning outcomes. The…
Descriptors: Best Practices, Learner Engagement, Outcomes of Education, Conventional Instruction
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Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
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