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Gordillo, Aldo; Lopez-Fernandez, Daniel; Tovar, Edmundo – IEEE Transactions on Education, 2022
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional…
Descriptors: Computer Software, Video Games, Game Based Learning, Program Effectiveness
Veerasamy, Ashok Kumar; Laakso, Mikko-Jussi; D'Souza, Daryl – Informatics in Education, 2022
Previous studies have proposed many indicators to assess the effect of student engagement in learning and academic achievement but have not yet been clearly articulated. In addition, while student engagement tracking systems have been designed, they rely on the log data but not on performance data. This paper presents results of a non-machine…
Descriptors: Formative Evaluation, Educational Indicators, Learner Engagement, At Risk Students
Yang, Weipeng; Ng, Davy Tsz Kit; Gao, Hongyu – British Journal of Educational Technology, 2022
Programmable robotics is recently used in early childhood education (ECE) to introduce programming and computational thinking (CT) skills. However, there is a further need for research to contrast the efficacy of children's participation in robot programming and traditionally beneficial ECE activities. The present study thus investigated the…
Descriptors: Kindergarten, Young Children, Robotics, Programming
Shen, Ji; Chen, Guanhua; Barth-Cohen, Lauren; Jiang, Shiyan; Eltoukhy, Moataz – Journal of Research on Technology in Education, 2022
Computational thinking (CT) has been advocated as an essential problem solving skill students need to develop. Emphasizing on CT applied in both programming and everyday contexts, we developed a humanoid robotics curriculum and a computerized assessment instrument. We implemented the curriculum with six classes of 125 fifth graders. Quantitative…
Descriptors: Elementary School Students, Grade 5, Computation, Thinking Skills
Fidan, Ayça; Sengel, Erhan – Journal of Educational Technology and Online Learning, 2022
Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students' opinions on gamification and on activities that were carried out to create a rich instructional…
Descriptors: Preservice Teachers, Teacher Attitudes, Gamification, Student Motivation
Boom, Kay-Dennis; Bower, Matt; Siemon, Jens; Arguel, Amaël – Education and Information Technologies, 2022
Computational thinking -- the ability to reformulate and solve problems in ways that can be undertaken by computers -- has been heralded as a foundational capability for the 21st Century. However, there are potentially different ways to conceptualise and measure computational thinking, for instance, as generalized problem solving capabilities or…
Descriptors: Computation, Thinking Skills, Problem Solving, Programming
Xie, Weiguo; Davis, Richard A. – Chemical Engineering Education, 2022
A chemical engineering analysis course was modified to include analytics with advanced numerical methods. The course uses the MATLAB computational environment to develop student programming, modeling, analytics, and optimization skills. Case studies reinforce MATLAB, numerical methods, and advanced optimization skills. Students reported confidence…
Descriptors: Chemical Engineering, Computation, Programming, Mathematical Models
Mohammad Mahdi Amanzadeh – ProQuest LLC, 2022
The overarching theme of this research project is to build a machine-accessible and mathematically precise abstraction of human body movement through experiments in programming an articulated puppet that imitates the human body structure and mobility within a "Real-Time Interactive Computer Animation" (RTICA). Human movement has been the…
Descriptors: Motion, Human Body, Programming, Man Machine Systems
Sean Michael Kross – ProQuest LLC, 2022
Data science encompasses the most prominent collection of methods for creating scientific knowledge in the 21st century. Currently, data scientists must navigate a wide-ranging and often incoherent ecosystem of tools, in addition to organizing sociotechnical interactions with colleagues across many fields of expertise. This predicament motivates…
Descriptors: Data Science, Computer Software, Interpersonal Relationship, Expertise
Terrell K. Glenn – ProQuest LLC, 2022
Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both…
Descriptors: Design, Internet, Simulated Environment, Cooperation
Aloys Iyamuremye; Ezechiel Nsabayezu; Jean Claude Habimana – Discover Education, 2022
The present study explores teachers' conception and reflection of computer programming with a Scratch in terms of technological and pedagogical aspects. A mixed research approach specifically sequential explanatory research design was used to collect quantitative and qualitative data. The population was comprised of two hundred and four in-service…
Descriptors: Secondary School Teachers, Teacher Attitudes, Programming, Mathematics Teachers
Lahiru Ariyananda – ProQuest LLC, 2022
DEVS (Discrete Event System Specification) is a formalism that was introduced in the mid-1970s by Bernard Zeigler, for modeling and analysis of discrete event systems. DEVS is essentially a formal mathematical language for specifying complex systems through models that can be simulated and has been executed in object-oriented software, DEVSJava…
Descriptors: Active Learning, Programming, Computer Software, Computer Science Education
João, Piedade; Nuno, Dorotea; Fábio, Sampaio Ferrentini; Ana, Pedro – Education Sciences, 2019
In the last few years, it has been pointed out that teaching programming is a strong strategy to develop pupils' competences in computational thinking (CT). In the Portuguese context, the curriculum changes in 2018 made programming and CT compulsory for every pupil in primary and secondary education. Nowadays, there is an information and…
Descriptors: Computer Oriented Programs, Programming, Computer Science Education, Student Teachers
Csizmadia, Andrew; Standl, Bernhard; Waite, Jane – Informatics in Education, 2019
In computer science education at school, computational thinking has been an emerging topic over the last decade. Even though, computational thinking is interpreted and integrated in classrooms in different ways, an identification process about what computational thinking is about has been in progress among computer science school-teachers and…
Descriptors: Constructivism (Learning), Computation, Thinking Skills, Class Activities
Kwon, Kyungbin; Cheon, Jongpil – International Journal of Computer Science Education in Schools, 2019
Although teachers need to assess computational thinking (CT) for computer science education in K-12, it is not easy for them to evaluate students' programs based on the perspective. The purpose of this study was to investigate students' CT skills reflected in their Scratch programs. The context of the study was a middle school coding club where…
Descriptors: Computer Science Education, Computation, Thinking Skills, Coding

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