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Icy Zhang; Yunqi Jia; Xiaoxuan Cheng; Ji Y. Son; James W. Stigler – Journal of Educational Computing Research, 2025
Although programming is often learned through formal instruction or self-paced tutorials, informal learning, for example, through publicly available online documentation, is also a significant resource for skill development among novices. However, many novices struggle to extract useful information from documentation. This work aims to answer two…
Descriptors: Programming, Novices, Informal Education, Documentation
Linlin Hu – Journal of Computer Assisted Learning, 2024
Background Study: As interest in programming education continues to grow, more educators are incorporating programming into K-12 classrooms. There is evidence that programming can help develop essential skills for future societal advancement, known as 21st century skills. However, there has been limited research into which sub-skills of 21st…
Descriptors: 21st Century Skills, Programming, Elementary Secondary Education, Futures (of Society)
Matthieu Branthôme – ACM Transactions on Computing Education, 2024
This article reports on a design-based research study centered on the conception and the assessment of the "Pyrates" application. This online serious game aims at introducing Python programming to K-12 students while easing the transition from block-based to text-based languages. After we present the various aspects underlying the…
Descriptors: Educational Games, Programming, Elementary Secondary Education, Programming Languages
Rosenberg-Kima, Rinat B.; Merrill, M. David; Baylor, Amy L.; Johnson, Tristan E. – Educational Technology Research and Development, 2022
Novice programmers, who have yet to form effective mental models of the domain, often experience high cognitive load, low confidence, and high anxiety, negatively affecting learning and retention rates. These cognitive and affective limitations pose an instructional challenge. This study aimed to investigate the effectiveness of a whole-task…
Descriptors: Computer Science Education, Instructional Effectiveness, Novices, Programming
Minji Jeon; Kyungbin Kwon – TechTrends: Linking Research and Practice to Improve Learning, 2024
This study investigated the computational thinking (CT) practices of eight pre-service teachers through their Scratch and Python programs. Conducted within an undergraduate-level computer science education course, students learned CT concepts via parallel instruction in block-based programming (Scratch) and text-based programming (Python). The…
Descriptors: Preservice Teacher Education, Preservice Teachers, Computation, Cognitive Processes
Sun, Lihui; Zhou, Danhua – Journal of Computer Assisted Learning, 2023
Background: As one of the mainstream forms of programming education, educational robotics (ER) have been a crucial way to develop K-12 students' programming ability. Objectives: The purpose of this study is to clarify the content of programming ability, to verify the effectiveness of ER as a teaching method to improve students' programming…
Descriptors: Elementary School Students, Secondary School Students, Robotics, Programming
Haipeng Wan; Xue Zhang; Xinxue Yang; Shan Li – Education and Information Technologies, 2024
This study investigated the impact of problematization-oriented scaffolding and structuring-oriented scaffolding, incorporated within instructional videos, on students' computational thinking and their performance in programming education. We recruited 86 participants from three senior classes at a high school. Each of the three classes was…
Descriptors: Scaffolding (Teaching Technique), Instructional Design, Thinking Skills, Computer Science Education
Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
Jiang, Yabing – Journal of Information Systems Education, 2022
Small teaching approaches are well-structured, incremental teaching improvement techniques supported by research in cognitive science, memory, and learning. I systematically implement a series of small teaching activities in an introductory programming course to tackle the teaching and learning challenges faced by instructors and students. The…
Descriptors: Teaching Methods, Introductory Courses, Computer Science Education, Academic Achievement
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
Zoe C. M. Davidson; Shuping Dang; Xenofon Vasilakos – IEEE Transactions on Learning Technologies, 2024
Raspberry Pi Pico, based on chip RP2040, is an easy-to-use development microcontroller board that can provide flexible input/output functions and meets the teaching needs of basic electronics to first-year university undergraduates. This article presents our blended laboratory design using Raspberry Pi Pico for the course unit Digital Circuits and…
Descriptors: College Freshmen, Electronics, Technology Education, Scientific Concepts
Hsu, Ting-Chia; Abelson, Hal; Van Brummelen, Jessica – International Review of Research in Open and Distributed Learning, 2022
The purpose of this study was to design a curriculum of artificial intelligence (AI) application for secondary schools. The learning objective of the curriculum was to allow students to learn the application of conversational AI on a block-based programming platform. Moreover, the empirical study actually implemented the curriculum in the formal…
Descriptors: Secondary School Students, Experiential Learning, Curriculum Design, Artificial Intelligence
Özyurt, Hacer; Özyurt, Özcan – Journal of Pedagogical Research, 2020
This study aims to examine the effects of Visual Programming course conducting in accordance with design-based research on students' learning experiences. The study was conducted in the fall semester in 2017-2018 at Software Engineering Department in Technology Faculty of a university in the north of Turkey. The sample of the study consists of 12…
Descriptors: Computer Science Education, Programming, Design, Learning Experience
Boya-Lara, Carlos; Saavedra, Doris; Fehrenbach, Aaron; Marquez-Araque, Angel – International Journal of Educational Technology in Higher Education, 2022
In this work, BEAM robotics is proposed to enhance the STEM knowledge and skills of engineering students in the electrical, electronic, and mechanical domains. To evaluate the proposal, a course is designed and implemented based on a curriculum with objectives and learning activities centered on the design, construction, and operation of the BEAM…
Descriptors: Robotics, Technology Uses in Education, STEM Education, Curriculum Implementation
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games