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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
Moskal, Adon Christian Michael; Wass, Rob – Computer Science Education, 2019
Background and Context: Encouraging undergraduate programming students to think more about their software development processes is challenging. Most programming courses focus on coding skill development and mastering programming language features; subsequently software development processes (e.g. planning, code commenting, and error debugging) are…
Descriptors: Computer Software, Undergraduate Students, Programming, Programming Languages
Fields, Deborah; Enyedy, Noel – Mind, Culture, and Activity, 2013
Changing an established role in a classroom is difficult. It involves constructing a new set of relations within a community. In this article we investigate how students with newly developed interest and experience in programming developed outside the classroom pick up and establish their roles as experts in programming within the classroom…
Descriptors: Programming, Computer Software, Expertise, Peer Teaching
Simonson, Michael, Ed.; Crawford, Margaret, Ed. – Association for Educational Communications and Technology, 2006
For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two…
Descriptors: Research and Development, Educational Technology, Educational Games, Computers