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Showing 1 to 15 of 145 results Save | Export
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Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
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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
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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
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Katchapakirin, Kantinee; Anutariya, Chutiporn; Supnithi, Thepchai – Education and Information Technologies, 2022
Computational Thinking (CT) has been formally incorporated into the National Curriculum of Thailand since 2017, where Scratch, a block-based visual programming language, has been widely adopted as CT learning environment for primary-level students. However, conducting hands-on coding activities in a classroom has caused substantial challenges…
Descriptors: Computation, Thinking Skills, Programming Languages, Foreign Countries
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Tsiotras, Dimitrios; Xinogalos, Stelios – Informatics in Education, 2021
There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game "Rise of the Java Emperor" that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the design and the pilot evaluation of the…
Descriptors: Programming Languages, Teaching Methods, Graduate Students, Undergraduate Students
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Ali Al Ghaithi; Behnam Behforouz; Hassan Isyaku – Turkish Online Journal of Distance Education, 2024
This study tried to design a WhatsApp bot to be implemented in English language vocabulary learning context in Oman. 150 Omani English as a Foreign Language (EFL) students from three different proficiency levels were selected based on random sampling. To measure the effectiveness of the treatment, pretests, posttests, and delayed posttests were…
Descriptors: Computer Software, Teaching Methods, Computer Assisted Instruction, Student Attitudes
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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
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Kabak, Kadir – Participatory Educational Research, 2021
The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it is seen that the applications where digital content is presented to students constitute the majority. However, considering the 21st century skills, more is needed to…
Descriptors: Student Developed Materials, Computer Games, Computer Science Education, Computer Assisted Instruction
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Unal, Alper; Topu, Fatma Burcu – Education and Information Technologies, 2021
In this study, based on quasi-experimental research, was investigated the effects of teaching Python programming language via Blockly tool, which had hybrid interface, on students' computer programming anxiety, cognitive load level, and achievement. Participants were 90 high school students, 44 of them in experimental group (hybrid interface) and…
Descriptors: Instructional Effectiveness, Computer Science Education, Computer Interfaces, Programming Languages
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Erkan Er; Gökhan Akçapinar; Alper Bayazit; Omid Noroozi; Seyyed Kazem Banihashem – British Journal of Educational Technology, 2025
Despite the growing research interest in the use of large language models for feedback provision, it still remains unknown how students perceive and use AI-generated feedback compared to instructor feedback in authentic settings. To address this gap, this study compared instructor and AI-generated feedback in a Java programming course through an…
Descriptors: Student Evaluation, Student Attitudes, Feedback (Response), Artificial Intelligence
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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
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Zhanxia Yang; Patricia Moore Shaffer; Courtney Hagan; Parastu Dubash; Marina Bers – Grantee Submission, 2023
The aim of this study was to explore how the Coding as Another Language using ScratchJr (CAL-ScratchJr) curriculum, developed by Boston College's DevTech Research Group utilizing the ScratchJr app, impacted second grade students' computational thinking, coding skills, and reading comprehension. To accomplish this, the research team randomly…
Descriptors: Coding, Programming Languages, Computer Science Education, School Districts
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Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
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Kevin Sigayret; Nathalie Blanc; André Tricot – Journal of Computer Assisted Learning, 2025
Background: Teaching programming and computational thinking is becoming a major issue in many education systems. Numerous approaches are possible, but very few studies compare these different ways of implementing programming and computational thinking learning. Objectives: We compared three ways of teaching programming and computational thinking…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Computation
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Erümit, Ali Kürsat – Education and Information Technologies, 2020
Purpose of this study is determined effects of different teaching approaches on programming skills. Therefore, the effect of three different types of activities prepared with Scratch on 423 sixth grade students' attitudes towards computer technologies, algorithmic thinking skills and reflective thinking skills on problem solving were investigated.…
Descriptors: Teaching Methods, Instructional Effectiveness, Programming, Programming Languages
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