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Fegely, Alex; Tang, Hengtao – Educational Technology Research and Development, 2022
The purpose of this convergent mixed-methods study was to evaluate the effect of educational robotics on pre-service teachers' programming comprehension and motivation. Computer science is increasingly being integrated into K-8 curricula. However, a shortage of teachers trained to teach basic computer science concepts remains unresolved. This…
Descriptors: Programming, Robotics, Preservice Teachers, Comprehension
Peidi Gu; Zui Cheng; Cheng Miaoting; John Poggio; Yan Dong – Journal of Computer Assisted Learning, 2025
Background: Today, the importance of STEM (Science, Technology, Engineering and Mathematics) education and training is widely recognised and accepted. Computer programming courses have become essential in higher education to nurture students' programming, analysis and computational skills, which are vital for success in all STEM fields and areas.…
Descriptors: Active Learning, Student Projects, Individualized Instruction, Student Motivation
Yoonhee Shin; Jaewon Jung; Hyun Ji Lee – Metacognition and Learning, 2024
This study investigated the effects of concept-oriented faded in worked-out examples (WOE) and metacognitive scaffolding on learners' transfer performance and motivation in programming education. Two types of faded in WOE and metacognitive scaffolding were provided. A total of 140 participants were randomly assigned into one of four groups, with…
Descriptors: Metacognition, Concept Formation, Scaffolding (Teaching Technique), Learning Processes
Daevesh Singh; Ramkumar Rajendran – Smart Learning Environments, 2024
The relationship between cognitive engagement and learning gains in computer programming has not been well-studied. This study examined the relationship between students' cognitive engagement and learning gains in the context of Python programming. Cognitive engagement, defined by the Interactive, Constructive, Active, Passive (ICAP) framework,…
Descriptors: Programming, Learner Engagement, Thinking Skills, Time Management
Öztürk, Mücahit – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this study was to investigate the effect of self-regulated programming learning on undergraduate students' academic performance and motivation compared to traditional methods. Design/methodology/approach: This study was conducted with an explanatory sequential mixed method. Participants consist of 31 undergraduate students…
Descriptors: Undergraduate Students, Student Motivation, Academic Achievement, Independent Study
Tavares, Paula Correia; Gomes, Elsa Ferreira; Henriques, Pedro Rangel; Vieira, Diogo Manuel – Open Education Studies, 2022
Computer Programming Learners usually fail to get approved in introductory courses because solving problems using computers is a complex task. The most important reason for that failure is concerned with motivation; motivation strongly impacts on the learning process. In this paper we discuss how techniques like program animation, and automatic…
Descriptors: Learner Engagement, Programming, Computer Science Education, Problem Solving
Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
Coto, Mayela; Mora, Sonia; Grass, Beatriz; Murillo-Morera, Juan – Computer Science Education, 2022
Background and context: Emotions are ubiquitous in academic settings and affect learning strategies, motivation to persevere, and academic outcomes, however they have not figured prominently in research on learning to program at the university level. Objective: To summarize the current knowledge available on the effect of emotions on students…
Descriptors: Programming, Computer Science Education, Psychological Patterns, Emotional Response
Mary Conyers Tucker – ProQuest LLC, 2022
Learning to program is increasingly important. Yet, it is becoming clear that most students struggle when learning to program (McCracken et al., 2001). This is leading to a divide where some people can program but many others can't. Prior research has traced poor student outcomes to their early experiences learning programming. Still, little is…
Descriptors: Teaching Methods, Programming, Computer Science Education, Student Motivation
Antti-Jussi Lakanen; Ville Isomöttönen – Informatics in Education, 2023
This research investigates university students' success in their first programming course (CS1) in relation to their motivation, mathematical ability, programming self-efficacy, and initial goal setting. To our knowledge, these constructs have not been measured in a single study before in the Finnish context. The selection of the constructs is in…
Descriptors: Foreign Countries, College Students, Student Motivation, Self Efficacy
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
Guangrui Fan; Dandan Liu; Rui Zhang; Lihu Pan – International Journal of STEM Education, 2025
Purpose: This study investigates the impact of AI-assisted pair programming on undergraduate students' intrinsic motivation, programming anxiety, and performance, relative to both human-human pair programming and individual programming approaches. Methods: A quasi-experimental design was conducted over two academic years (2023-2024) with 234…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Programming
Bellino, Alessio; Herskovic, Valeria; Hund, Michael; Munoz-Gama, Jorge – ACM Transactions on Computing Education, 2021
A common belief among students is that computing is a boring subject that lacks a connection to the real world. The first class (one 80-minute session) in an introductory computer science course may be an appropriate instance to combat such a belief. Previous studies have used course-wide interventions, e.g., games and physical/tangible devices to…
Descriptors: Student Motivation, Computer Science Education, Programming, Introductory Courses
Bowman, Nicholas A.; Jarratt, Lindsay; Culver, K. C.; Segre, Alberto M. – ACM Transactions on Computing Education, 2021
Active and collaborative learning has shown considerable promise for improving student outcomes and reducing group disparities. As one common form of collaborative learning, pair programming is an adapted work practice implemented widely in higher education computing programs. In the classroom setting, it typically involves two computer science…
Descriptors: Programming, Cooperative Learning, Student Attitudes, Academic Achievement
Ishihara, Makio; Rattanachinalai, Pongpun – Education and Information Technologies, 2022
This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of…
Descriptors: Computer Science Education, Programming, Novices, Task Analysis