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Showing 91 to 105 of 579 results Save | Export
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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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Fanchamps, Nardie L. J. A.; Slangen, Lou; Hennissen, Paul; Specht, Marcus – International Journal of Technology and Design Education, 2021
This study investigates the development of algorithmic thinking as a part of computational thinking skills and self-efficacy of primary school pupils using programmable robots in different instruction variants. Computational thinking is defined in the context of twenty-first century skills and describes processes involved in (re)formulating a…
Descriptors: Computation, Thinking Skills, Self Efficacy, Toys
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Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
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Merino-Armero, José Miguel; González-Calero, José Antonio; Cózar-Gutiérrez, Ramón – Journal of Research on Technology in Education, 2022
The interest in computational thinking development at pre-university education stage is increasing. In this study, a meta-analysis was conducted to address two main objectives: (a) to analyze the effectiveness of empirical interventions in K-12 education for the development of Computational Thinking (CT); and (b) to identify and evaluate the…
Descriptors: Meta Analysis, Computer Science Education, Thinking Skills, Intervention
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Awaah, Fred; Okebukola, Peter; Shabani, Juma; Solarin, Daniel; Emmanuel Okyere, Ekwam – Cogent Education, 2022
The Culturo-Techno-Contextual Approach (CTCA) is a teaching method based on culture, technology, and context to ease difficulties in students' understanding of concepts. Python Programming as a concept in computer studies is difficult for students to understand at the secondary school level. This study investigates the efficacy of the CTCA in…
Descriptors: Teaching Methods, Computer Science Education, Programming Languages, Secondary School Students
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang; Yu-Ting Chang – Educational Technology Research and Development, 2025
Mastering correct pronunciation is crucial for effective Spanish language learning and communication. However, many existing language learning resources lack adequate coverage of pronunciation guidance and feedback mechanisms. This study aims to address this gap by developing SpanishBot, an innovative chatbot designed to facilitate the learning of…
Descriptors: Phonetics, Accuracy, Spanish, Second Language Learning
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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
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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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Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
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Moskal, Adon Christian Michael; Wass, Rob – Computer Science Education, 2019
Background and Context: Encouraging undergraduate programming students to think more about their software development processes is challenging. Most programming courses focus on coding skill development and mastering programming language features; subsequently software development processes (e.g. planning, code commenting, and error debugging) are…
Descriptors: Computer Software, Undergraduate Students, Programming, Programming Languages
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Prasad, Alvin; Chaudhary, Kaylash; Sharma, Bibhya – Education and Information Technologies, 2022
As a novice, learning computer programming is challenging. It requires learners to be inquisitive and acquire skills to analyze problems to get to solutions critically. Unfortunately, students drop out of programming courses because students think that programming is difficult to understand. The student's understanding of the problem definition is…
Descriptors: Programming, Computer Science Education, Skill Development, Computer Literacy
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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
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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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Gabbay, Hagit; Cohen, Anat – International Educational Data Mining Society, 2023
In MOOCs for programming, Automated Testing and Feedback (ATF) systems are frequently integrated, providing learners with immediate feedback on code assignments. The analysis of the large amounts of trace data collected by these systems may provide insights into learners' patterns of utilizing the automated feedback, which is crucial for the…
Descriptors: MOOCs, Feedback (Response), Teaching Methods, Learning Strategies
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Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
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