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Panskyi, Taras; Rowinska, Zdzislawa – Informatics in Education, 2021
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of…
Descriptors: Holistic Approach, Video Games, Game Based Learning, Teaching Methods
Evripidou, Salomi; Amanatiadis, Angelos; Christodoulou, Klitos; Chatzichristofis, Savvas A. – IEEE Transactions on Learning Technologies, 2021
Today, in the era of robotics, different types of educational robots have been used extensively in school classrooms to facilitate teaching activities related to a variety of computer science concepts. Numerous studies have been performed that attempt to examine the effects of using tangible interfaces to enhance collaborative learning…
Descriptors: Thinking Skills, Mathematics, Computation, Sequential Approach
Xu, Zhen; Ritzhaupt, Albert D.; Umapathy, Karthikeyan; Ning, Yang; Tsai, Chin-Chung – Computer Science Education, 2021
Background and context: Researchers have been looking into the complexity of computer science (CS) education and tried to apply rigorous and relevant educational research methods to understand and facilitate the learning experience of students. Objective: The purpose of this study was to explore college students' conceptions of learning CS to shed…
Descriptors: College Students, Student Attitudes, Computer Science Education, Freehand Drawing
Calder, Nigel; Rhodes, Kate – Mathematics Education Research Group of Australasia, 2021
This paper reports on two teachers' perceptions as part of a project examining the learning that took place when 9 and 10-year-old children used "ScratchMaths" in their programme. The project used design-based methodology, which incorporated video-recorded classroom excerpts, teacher interviews, and teacher analysis and review of their…
Descriptors: Programming, Mathematics Education, Cooperative Learning, Thinking Skills
Moon, Cameron – Technology and Engineering Teacher, 2018
Baking a cake and programming have many attributes in common. Both baking and programming rely on a specific process to produce an expected outcome. A cake needs the right amount of each ingredient mixed in at the right time, the oven to be set at a specific temperature, and the cake to be baked for a specific length of time. Programs need to be…
Descriptors: Teaching Methods, Food, Cooking Instruction, Computers
Devon M. Christman – ProQuest LLC, 2024
Computer use has become a fact of life, especially for children, many of whom were forced to switch to online learning during the COVID-19 pandemic and resorted to digital hobbies as a safety measure. Further the amount of time children spend on computers, as well as the number of different computer devices that pervade our post-pandemic society…
Descriptors: Computer Software, Computer Use, Information Technology, Cognitive Science
Silvia Wen-Yu Lee; Jyh-Chong Liang; Chung-Yuan Hsu; Meng-Jung Tsai – Interactive Learning Environments, 2024
While research has shown that students' epistemic beliefs can be a strong predictor of their academic performance, cognitive abilities, or self-efficacy, studies of this topic in computer education are rare. The purpose of this study was twofold. First, it aimed to validate a newly developed questionnaire for measuring students' epistemic beliefs…
Descriptors: Student Attitudes, Beliefs, Computer Science Education, Programming
Jing Wang; Jasni Dolah – International Journal of Virtual and Personal Learning Environments, 2024
Cultural tourism provides rich opportunities for experiential learning, but a framework to foster such learning is lacking. This study introduces the "learning behaviors-interactive scenarios" framework to explore key facilitators of experiential learning in cultural tourism. Through a literature review, it outlines key learning…
Descriptors: Influences, Experiential Learning, Tourism, Cultural Awareness
Bermingham, Nevan; Boylan, Frances; Ryan, Barry – Innovations in Education and Teaching International, 2023
Peer Assisted Leaning (PAL) programmes have been shown to enhance learner confidence and have an overall positive effect on learner comprehension, particularly in subjects traditionally perceived as difficult. This research describes the findings of a three-cycle Action Research study into the perceived benefits of implementing such a programme…
Descriptors: Foreign Countries, Adult Students, Evidence Based Practice, Models
Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification
Chrysafiadi, Konstantina; Virvou, Maria; Tsihrintzis, George A.; Hatzilygeroudis, Ioannis – Education and Information Technologies, 2023
Nowadays, the improvement of digital learning with Artificial Intelligence has attracted a lot of research, as it provides solutions for individualized education styles which are independent of place and time. This is particularly the case for computer science, as a tutoring domain, which is rapidly growing and changing and as such, learners need…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science Education, Programming
Halit Karalar – International Technology and Education Journal, 2023
The purpose of this study is to adapt the "Computer Programming Self-Efficacy Scale for Computer Literacy Education (CPSES)" developed by Tsai et al. (2019) into Turkish for middle school students and to develop a valid and reliable measurement tool. The participants of the study consisted of 348 eighth grade students. In order to test…
Descriptors: Foreign Countries, Programming, Computer Literacy, Middle School Students
Amanda M. Meek – ProQuest LLC, 2023
Despite high scores and abilities, girls lose interest in science and math throughout middle school. According to the Bureau of Labor Statistics, jobs in the computer science research field will grow 19% by 2026; however, only 18% of the bachelor's degrees in computer science are earned by women in the United States (ComputerScience.org, 2021).…
Descriptors: Problem Solving, Creativity, Programming, Computer Science
Yabing Jiang; Kazuo Nakatani – Journal of Information Systems Education, 2025
This research answers the call for Information Systems (IS) faculty to actively embrace rapidly advancing AI tools in teaching. We experimented with redesigning learning activities in two courses, requiring students to use GenAI, to aid student learning and teach responsible use of GenAI. The results show that students in the experimental group…
Descriptors: Teaching Methods, Technology Integration, Artificial Intelligence, Higher Education
Kukul, Volkan; Karatas, Serçin – Informatics in Education, 2019
The aim of this study is to develop a self-efficacy measuring tool that can predict the computational thinking skill that is seen as one of the 21st century's skills. According to literature review, an item pool was established and expert opinion was consulted for the created item pool. The study group of this study consists of 319 students…
Descriptors: Computation, Thinking Skills, Self Efficacy, Programming