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Showing 1 to 15 of 51 results Save | Export
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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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Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
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Pala, Ferhat Kadir; Mihci Türker, Pinar – Interactive Learning Environments, 2021
In this study, the effects of Arduino IDE and C++ programming languages were investigated on the computational thinking skills of preservice teachers. The Computational Thinking Skills Scale was administered to preservice teachers. Firstly, a basic programming training was given and then it was asked to create group projects on a voluntary basis.…
Descriptors: Programming, Computer Science Education, Computation, Thinking Skills
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Cárdenas-Cobo, Jesennia; Puris, Amilkar; Novoa-Hernández, Pavel; Galindo, José Angel; Benavides, David – IEEE Transactions on Learning Technologies, 2020
Learning computer programming is a challenging process. Among the current approaches for overcoming this challenge, visual programming languages (VPLs), such as Scratch, have shown very promising results for beginners. Interestingly, some higher education institutions have started to use VPLs to introduce basic programming concepts, mainly in CS1…
Descriptors: Computer Science Education, Programming, Programming Languages, Teaching Methods
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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Alhassan, Riyadh – Journal of Education and Practice, 2017
The purpose of this study was to examine the effect of employing self-explanation learning strategy supported with Worked Examples on acquiring computer programing skills among freshmen high school students. The study adopted a quasi-experimental method, where an experimental group (n = 33) used the self-explanation strategy supported with worked…
Descriptors: Computer Science Education, Learning Strategies, High School Freshmen, Skill Development
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – IEEE Transactions on Learning Technologies, 2017
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Descriptors: Computer Games, Computer Science Education, Programming, Instructional Effectiveness
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Matthews, Reginamary; Hin, Hew Soon; Choo, Koo Ah – Turkish Online Journal of Educational Technology - TOJET, 2014
Learning Object (LO) is the breakdown of larger content into smaller pieces of information that accomplishes a single learning outcome. The smaller piece of content is incorporated with multimedia elements to promote meaningful learning. The prevailing focus on learning objects for introductory programming promising in terms of enhancing the…
Descriptors: Resource Units, Computer Science Education, Programming, College Students
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Zhang, Liming; Kalyuga, Slava; Lee, Chee; Lei, Cheokpong – Journal of Interactive Learning Research, 2016
This paper reports the results of an experiment designed to investigate the effectiveness of different collaborative group formations (homogeneous vs. heterogeneous in terms of prior computer knowledge levels) for learning complex tasks in computer programming from the perspective of cognitive load theory. Web-based learning platform was used to…
Descriptors: Cooperative Learning, Computer Science Education, Programming, Prior Learning
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Ayodele, Kayode P.; Inyang, Isaac A.; Kehinde, Lawrence O. – IEEE Transactions on Education, 2015
One of the more interesting approaches to teaching advanced logic concepts is the use of online laboratory frameworks to provide student access to remote field-programmable devices. There is as yet, however, no conclusive evidence of the effectiveness of such an approach. This paper presents the Advanced Digital Lab, a remote laboratory based on…
Descriptors: Teaching Methods, Logical Thinking, Guidelines, Programming
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages
Korkmaz, Özgen – Online Submission, 2016
The purpose of the present research is to designate the effects of Scratch-based game activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research was conducted through a pre-test-post-test control group quasi-experimental study. The study group consists of 49…
Descriptors: Student Attitudes, Programming, Educational Games, Self Efficacy
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Shadiev, Rustam; Hwang, Wu-Yuin; Yeh, Shih-Ching; Yang, Stephen J. H.; Wang, Jing-Liang; Han, Lin; Hsu, Guo-Liang – Journal of Educational Computing Research, 2014
This study aimed to investigate an effectiveness of unidirectional and reciprocal teaching strategies on programming learning supported by web-based learning system (VPen); particularly, how differently effective these two teaching strategies would work. In this study novice programmers were exposed to three different conditions: 1) applying no…
Descriptors: Web Based Instruction, Programming, Computer Science Education, Reciprocal Teaching
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Liu, Allison; Newsom, Jeff; Schunn, Chris; Shoop, Robin – Tech Directions, 2013
Schools everywhere are using robotics education to engage kids in applied science, technology, engineering, and mathematics (STEM) activities, but teaching programming can be challenging due to lack of resources. This article reports on using Robot Virtual Worlds (RVW) and curriculum available on the Internet to teach robot programming. It also…
Descriptors: Robotics, Programming, Computer Simulation, STEM Education
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Hsieh, Tung-Cheng; Lee, Ming-Che; Su, Chien-Yuan – Educational Technology & Society, 2013
In recent years, the demand for computer programming professionals has increased rapidly. These computer engineers not only play a key role in the national development of the computing and software industries, they also have a significant influence on the broader national knowledge industry. Therefore, one of the objectives of information…
Descriptors: Foreign Countries, Computer Science Education, Individualized Instruction, Remedial Instruction
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