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Johnson, Donald M.; Pate, Michael L.; Estepp, Christopher M.; Wardlow, George W. – Journal of Research in Technical Careers, 2023
A replication study was conducted to determine the effectiveness of an instructional treatment based on self-efficacy theory when used with novice Arduino microcontroller users. Students (n = 32) in an introductory university agricultural systems technology course participated in a lesson on Arduino microcontrollers, circuit breadboarding, and…
Descriptors: Self Efficacy, Computer Science Education, Instructional Effectiveness, Novices
Boxuan Ma; Li Chen; Shin’ichi Konomi – International Association for Development of the Information Society, 2024
Generative artificial intelligence (AI) tools like ChatGPT are becoming increasingly common in educational settings, especially in programming education. However, the impact of these tools on the learning process, student performance, and best practices for their integration remains underexplored. This study examines student experiences and…
Descriptors: Artificial Intelligence, Computer Science Education, Programming, Computer Uses in Education
Poulsen, Seth; Herman, Geoffrey L.; Peterson, Peter A. H.; Golaszewski, Enis; Gorti, Akshita; Oliva, Linda; Scheponik, Travis; Sherman, Alan T. – ACM Transactions on Computing Education, 2022
We present a psychometric evaluation of a revised version of the "Cybersecurity Concept Inventory" ("CCI"), completed by 354 students from 29 colleges and universities. The CCI is a conceptual test of understanding created to enable research on instruction quality in cybersecurity education. This work extends previous expert…
Descriptors: Psychometrics, Computer Security, Measures (Individuals), Computer Science Education
Shi, Yang; Chi, Min; Barnes, Tiffany; Price, Thomas W. – International Educational Data Mining Society, 2022
Knowledge tracing (KT) models are a popular approach for predicting students' future performance at practice problems using their prior attempts. Though many innovations have been made in KT, most models including the state-of-the-art Deep KT (DKT) mainly leverage each student's response either as correct or incorrect, ignoring its content. In…
Descriptors: Programming, Knowledge Level, Prediction, Instructional Innovation
Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games
Liao, Shu-Min – Journal of Statistics and Data Science Education, 2023
SCRATCH, developed by the Media Lab at MIT, is a kid-friendly visual programming language, designed to introduce programming to children and teens in a "more thinkable, more meaningful, and more social" way. Although it was initially intended for K-12 students, educators have used it for higher education as well, and found it…
Descriptors: Teaching Methods, Coding, Programming Languages, Computer Science Education
Medveckis, Arturs; Pigozne, Tamara; Tomsons, Dzintars – World Journal on Educational Technology: Current Issues, 2021
Life-long learning, including development of professional competence, is an essential paradigm of the 21st century. The goal of this research is to analyse the quality and efficiency of the educators' professional competence enhancement programme dubbed "Fundamentals of Programming in Visual Programming Environment Scratch" in accordance…
Descriptors: Teacher Competencies, Technological Literacy, Programming Languages, Computer Science Education
Peteranetz, Markeya S.; Flanigan, Abraham E.; Shell, Duane F.; Soh, Leen-Kiat – IEEE Transactions on Education, 2017
Computational thinking and creative thinking are valuable tools both within and outside of computer science (CS). The goal of the project discussed here is to increase students' achievement in CS courses through a series of computational creativity exercises (CCEs). In this paper, the framework of CCEs is described, and the results of two separate…
Descriptors: Computer Science Education, Introductory Courses, Metacognition, Engineering Education
Yalman, Murat; Basaran, Bulent; Gonen, Selahattin – European Journal of Contemporary Education, 2017
Also, e-learning environments, which integrate technology into education, have now become widespread and popular. Examining how students use this education management system is fairly important for the success of this system, and any possible results to be obtained are significant. For this purpose, the present study was conducted with 348…
Descriptors: Undergraduate Students, Student Satisfaction, Electronic Learning, Foreign Countries
Acharya, Anal; Sinha, Devadatta – Journal of Educational Technology Systems, 2018
This study uses homogeneity in personal learning styles and heterogeneity in subject knowledge for collaborative learning group decomposition indicating that groups are "mixed" in nature. Homogeneity within groups was formed using K-means clustering and greedy search, whereas heterogeneity imbibed using agenda-driven search. For checking…
Descriptors: Cooperative Learning, Outcomes of Education, Multiple Regression Analysis, Cognitive Style
Du, Jie; Wimmer, Hayden; Rada, Roy – Journal of Information Technology Education: Innovations in Practice, 2016
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students' attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two…
Descriptors: Undergraduate Students, Computer Science Education, Programming, Introductory Courses
Magerko, Brian; Freeman, Jason; McKlin, Tom; Reilly, Mike; Livingston, Elise; McCoid, Scott; Crews-Brown, Andrea – ACM Transactions on Computing Education, 2016
This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts. EarSketch has been employed in both formal and informal settings, yielding significant positive results in student content…
Descriptors: Art Education, STEM Education, Computer Science Education, Disproportionate Representation
Hundley, Jacqueline Holliday – ProQuest LLC, 2012
Although the two-year curriculum guide includes coverage of all eight software engineering core topics, the computer science courses taught in Alabama community colleges limit student exposure to the programming, or coding, phase of the software development lifecycle and offer little experience in requirements analysis, design, testing, and…
Descriptors: Community Colleges, College Curriculum, Computer Science Education, Computer Software
Sung, K.; Hillyard, C.; Angotti, R. L.; Panitz, M. W.; Goldstein, D. S.; Nordlinger, J. – IEEE Transactions on Education, 2011
Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed…
Descriptors: Computers, Video Games, Introductory Courses, Programming
Chapman, Debra Laier – ProQuest LLC, 2013
Advances in technology and changes in educational strategies have resulted in the integration of technology into the classroom. Multimedia instructional tools (MMIT) have been identified as a way to provide student-centered active-learning instructional material to students. MMITs are common in introductory computer applications courses based on…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Introductory Courses
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