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Dalize van Heerden; Jeanne Kriek – Online Submission, 2024
Researchers and educators are concerned about student success in tertiary programming courses, a situation that is even more pronounced in open and distance e-learning institutions. The aim of this study was to integrate 60 video lessons and compare passing and failing student in terms of their performance in JavaScript with three broad online…
Descriptors: Video Technology, Technology Uses in Education, Electronic Learning, Introductory Courses
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Durak, Hatice Yildiz; Guyer, Tolga – Gifted Education International, 2019
Since programming processes involve different thinking skills and different fields of knowledge, it is especially important for children to acquire 21st-century skills. Even though the programming education activities are being intensively applied, it can be said that there is a gap in quantitative researches supporting the effort to reveal the…
Descriptors: Computer Science Education, Programming, Programming Languages, Active Learning
Velez, Martin – ProQuest LLC, 2019
Software is an integral part of our lives. It controls the cars we drive every day, the ships we send into space, and even our toasters. It is everywhere and we can easily download more. Software solves many real-world problems and satisfies many needs. Thus, unsurprisingly, there is a rising demand for software engineers to maintain existing…
Descriptors: Computer Science Education, Programming, Introductory Courses, Computer Software
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Djelil, Fahima; Albouy-Kissi, Adelaide; Albouy-Kissi, Benjamin; Sanchez, Eric; Lavest, Jean-Marc – Journal of Interactive Learning Research, 2016
Object-Oriented paradigm is a common paradigm for introductory programming courses. However, many teachers find that transitioning to teaching this paradigm is a difficult task. To overcome this complexity, many experienced teachers use microworlds to give beginner students an intuitive and rapid understanding of fundamental abstract concepts of…
Descriptors: Programming, Models, Introductory Courses, Programming Languages
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Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games
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Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
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Li, Jiansheng; Lin, Yuyu; Sun, Mingzhu; Shadiev, Rustam – Interactive Learning Environments, 2023
This study examined whether socially shared regulation of learning (SSRL) enhances students' algorithmic thinking performance, promotes learning participation and improves students' learning attitudes through game-based collaborative learning. The students learned algorithmic knowledge and completed programing tasks using Kodu, a new visual…
Descriptors: Cooperative Learning, Game Based Learning, Educational Environment, Algorithms
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Bjursten, Eva-Lena; Nilsson, Tor; Gumaelius, Lena – International Journal of Technology and Design Education, 2023
There is a recognized need for research on how to teach computer programming in primary schools in Sweden grades 4-6 (10-12-year-old pupils). Studies of teaching show the importance of teachers' knowledge of content and pedagogy and how these two parts affect each other (i.e. pedagogical content knowledge [PCK]). Most teachers in Sweden have…
Descriptors: Computer Science Education, Programming, Technological Literacy, Pedagogical Content Knowledge
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St. John, Jeremy; St. John, Karen; St. John, Christopher – Journal of Education for Business, 2023
Teamwork skills are an important part of business school curriculum typically taught using project-based experiential methods. This paper presents best practices for teaching teamwork skills to Gen Z students using a project-based learning, peer mentoring approach. With experiential learning theory as a guide, an interdisciplinary process was…
Descriptors: Student Projects, Active Learning, Interdisciplinary Approach, Peer Relationship
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Priti Oli; Rabin Banjade; Arun Balajiee Lekshmi Narayanan; Peter Brusilovsky; Vasile Rus – Grantee Submission, 2023
Self-efficacy, or the belief in one's ability to accomplish a task or achieve a goal, can significantly influence the effectiveness of various instructional methods to induce learning gains. The importance of self-efficacy is particularly pronounced in complex subjects like Computer Science, where students with high self-efficacy are more likely…
Descriptors: Computer Science Education, College Students, Self Efficacy, Programming
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Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
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Febrian, Andreas; Lawanto, Oenardi – International Education Studies, 2018
The ability of students to problem solve begins with interpreting the problem. When they interpret the problem inaccurately, they will likely use ineffective strategies or fail to solve the problem. Studies reported students are often incapable of identifying and articulating the problem goal, requirements/constraints, and expected output. In…
Descriptors: Computer Science Education, Programming, Problem Solving, College Seniors
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Cevahir, Hakan; Özdemir, Muzaffer; Baturay, Meltem Huri – Participatory Educational Research, 2022
This study examines the effect of using animation-based worked examples (ARAWEs) that are prepared using Augmented Reality (AR) technology instead of using traditional paper-based worked examples (TWEs) on the achievement, motivation, and attitude of high school students during their programming education. The research was designed through the…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
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Yepes, Igor; Barone, Dante Augusto Couto; Porciuncula, Cleber Mateus Duarte – Informatics in Education, 2022
With the growing search for qualified professionals in the exact area, teaching in STEM (Science, Technology, Engineering, and Mathematics) areas is gaining importance. In parallel, it appears that drones are an increasingly present reality in the civil area; however, there are few scientific studies of their application in the pedagogical…
Descriptors: STEM Education, Aviation Technology, Robotics, Teaching Methods
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Ezeamuzie, Ndudi O.; Leung, Jessica S. C.; Ting, Fridolin S. T. – Journal of Educational Computing Research, 2022
Although abstraction is widely understood to be one of the primary components of computational thinking, the roots of abstraction may be traced back to different fields. Hence, the meaning of abstraction in the context of computational thinking is often confounded, as researchers interpret abstraction through diverse lenses. To disentangle these…
Descriptors: Computer Science Education, Thinking Skills, Research Reports, Abstract Reasoning
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