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Huijuan Fu; Yangcai Xiao; Isaac Kofi Mensah; Rui Wang – Education and Information Technologies, 2024
The nation's explosive growth in Massive Open Online Courses (MOOCs) is likely to lead to low effectiveness of MOOCs, therefore, it is necessary to promote the high-quality and long-term development of MOOCs through understanding learner satisfaction. The present research adopted the Latent Dirichlet Allocation (LDA) to derive factors affecting…
Descriptors: Student Satisfaction, MOOCs, Computer Science Education, Curriculum Design
Qian, Yizhou; Hambrusch, Susanne; Yadav, Aman; Gretter, Sarah – Journal of Research on Technology in Education, 2018
The new Advanced Placement (AP) Computer Science (CS) Principles course increases the need for quality CS teachers and thus the need for professional development (PD). This article presents the results of a 2-year study investigating how teachers teaching the AP CS Principles course for the first time used online PD material. Our results showed…
Descriptors: Computer Science Education, Faculty Development, Online Courses, Electronic Learning
Tsai, Chia-Wen – Interactive Learning Environments, 2015
This research investigated, via quasi-experiments, the effects of web-based co-regulated learning (CRL) on developing students' computing skills. Two classes of 68 undergraduates in a one-semester course titled "Applied Information Technology: Data Processing" were chosen for this research. The first class (CRL group, n = 38) received…
Descriptors: Web Based Instruction, Cooperative Learning, Electronic Learning, Blended Learning
Kayama, Mizue; Ogata, Shinpei; Asano, David K.; Hashimoto, Masami – International Association for Development of the Information Society, 2016
Conceptual modeling is one of the most important learning topics for higher education and secondary education. The goal of conceptual modeling in this research is to draw a class diagram using given notation to satisfy the given requirements. In this case, the subjects are asked to choose concepts to satisfy the given requirements and to correctly…
Descriptors: Visual Aids, Design Requirements, Concept Teaching, Novices
Magana, Alejandra J.; Seah, Ying Ying; Thomas, Paul – Journal of Information Systems Education, 2018
Agile methods such as Scrum that emphasize technical, communication, and teamwork skills have been practiced by IT professionals to effectively deliver software products of good quality. The same methods combined with pedagogies of engagement can potentially be used in the setting of higher education to promote effective group learning in software…
Descriptors: Cooperative Learning, Class Activities, Design, Teaching Methods
Kucuk, Sevda – Journal of Technology and Teacher Education, 2018
This research investigated pre-service teachers' motivation, learning strategies, and engagement in a situated learning based educational technology course. In this study, correlational research design was used. The sample of this study was 65 second year science education pre-service teachers. The data were collected through two questionnaires.…
Descriptors: Preservice Teachers, Technological Literacy, Learning Strategies, Predictor Variables
Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Lin, Yu-Tzu; Wu, Cheng-Chih; Chiu, Chiung-Fang – International Journal of Distance Education Technologies, 2018
This article explores the feasibility of employing cooperative program editing tools in teaching programming. A quasi-experimental study was conducted, in which the experimental group co-edited the programs with peers using the wiki. The control group co-edited the programs with peers using only the face-to-face approach. The findings show that…
Descriptors: Foreign Countries, High School Students, Grade 10, Programming
Alkaria, Ahmed; Alhassan, Riyadh – Journal of Education and Training Studies, 2017
This study was conducted to examine the effect of in-service training of computer science teachers in Scratch language using an electronic learning platform on acquiring programming skills and attitudes towards teaching programming. The sample of this study consisted of 40 middle school computer science teachers. They were assigned into two…
Descriptors: Programming Languages, Programming, Electronic Learning, Inservice Teacher Education
Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit – Educational Research and Reviews, 2016
The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…
Descriptors: Engineering, Design, Computer Science Education, Programming
von Wangenheim, Christiane Gresse; Alves, Nathalia Cruz; Rodrigues, Pedro Eurico; Hauck, Jean Carlo – Online Submission, 2017
In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating computing…
Descriptors: Computer Science Education, Interdisciplinary Approach, Social Studies, Programming
Yilmaz, Ramazan; Keser, Hafize – Journal of Educational Computing Research, 2017
The aim of the present study is to reveal the impact of the interactive environment and metacognitive support (MS) in online learning on academic achievement and transactional distance (TD). The study is designed as 2 × 2 factorial design, and both qualitative and quantitative research techniques are used. The study was carried out on 127…
Descriptors: Interaction, Metacognition, Academic Achievement, Distance Education
Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
Akar, Sacide Guzin Mazman; Altun, Arif – Contemporary Educational Technology, 2017
The purpose of this study is to investigate and conceptualize the ranks of importance of social cognitive variables on university students' computer programming performances. Spatial ability, working memory, self-efficacy, gender, prior knowledge and the universities students attend were taken as variables to be analyzed. The study has been…
Descriptors: Individual Differences, Learning Processes, Programming, Self Efficacy