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Dan Sun; Fan Xu – Journal of Educational Computing Research, 2025
Real-time collaborative programming (RCP), which allows multiple programmers to work concurrently on the same codebase with changes instantly visible to all participants, has garnered considerable popularity in higher education. Despite this trend, little work has rigorously examined how undergraduates engage in collaborative programming when…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Undergraduate Students
Chia-Ju Lin; Wei-Sheng Wang; Hsin-Yu Lee; Yueh-Min Huang; Ting-Ting Wu – Journal of Educational Computing Research, 2025
This study uses a quasi-experimental design to explore the role of natural language processing (NLP) and speech recognition technologies in supporting teacher interventions during collaborative STEM activities. The Speech Recognition Keywords Analysis System (SRKAS) was developed to extract keywords from student discussions, enabling real-time…
Descriptors: Natural Language Processing, Computational Linguistics, Technology Uses in Education, STEM Education
Gang Zhao; Lijun Yang; Biling Hu; Jing Wang – Journal of Educational Computing Research, 2025
Human-computer collaboration is an effective way to learn programming courses. However, most existing human-computer collaborative programming learning is supported by traditional computers with a relatively low level of personalized interaction, which greatly limits the efficiency of students' efficiency of programming learning and development of…
Descriptors: Artificial Intelligence, Man Machine Systems, Programming, Learning Strategies
Zhong, Baichang; Liu, Xiaofan; Huang, Yu – Journal of Educational Computing Research, 2023
Robotics Education (RE) is viewed as a tool to narrow the gender gap in STEM fields, especially for promoting girls' learning. As an emerging and potential model in RE, Pair Learning (PL) is different from Individual Learning (IL), which is impacted by many factors. Among them, social factors need to be further explored. Therefore, this study…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Control Groups
Keunjae Kim; Kyungbin Kwon – Journal of Educational Computing Research, 2024
This study presents an inclusive K-12 AI curriculum for elementary schools, focusing on six design principles to address gender disparities. The curriculum, designed by the researchers and an elementary teacher, uses tangible tools, and emphasizes collaboration in solving daily problems. The MANOVA results revealed initial gender differences in AI…
Descriptors: Artificial Intelligence, Curriculum Development, Inclusion, Elementary Secondary Education
Baek, Youngkyun; Touati, Achraf – Journal of Educational Computing Research, 2020
This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students' game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One…
Descriptors: Foreign Countries, Elementary School Students, Games, Play
Sun, Dan; Ouyang, Fan; Li, Yan; Chen, Hongyu – Journal of Educational Computing Research, 2021
Pair programming is a collaborative learning mode to foster novice learners' computer programming. Previous empirical research has reported contrasting conclusions about the effect of pair programming on student learning. To further understand students' pair programming, this study uses a mixed method to analyze three contrasting pairs'…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Junior High School Students
Stewart, William H.; Baek, Youngkyun; Kwid, Gina; Taylor, Kellie – Journal of Educational Computing Research, 2021
Recently educational robotics has expanded into curriculum beyond traditional STEM fields, and which can also be used to foster computational thinking (CT) skills. Prior research has shown numerous interdisciplinary benefits related to CT, however, these influential factors have often been investigated with relatively few variables. This study…
Descriptors: Thinking Skills, Problem Solving, Computation, Elementary School Students
Karabulut-Ilgu, Aliye; Yao, Suhan; Savolainen, Peter; Jahren, Charles – Journal of Educational Computing Research, 2018
The flipped-classroom approach has gained increasing popularity and interest in engineering education. The purpose of this study was to investigate (a) student perspectives on the flipped-classroom approach in a transportation-engineering course and (b) how students used the in-class time dedicated to collaborative problem solving. To this end,…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Liu, Ying-Hsiu; Kwon, Kyungbin; Johnson, LaShaune P. – Journal of Educational Computing Research, 2018
Collaboration skills have become a critical competency for health care providers. This study aims to understand how individual student characteristics and group process in the early phase of group development are associated with students' perception of their overall collaborative learning experience. The study was conducted in two consecutive…
Descriptors: Health Sciences, Undergraduate Students, Health Services, Work Experience
Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Xie, Kui; Huang, Kun – Journal of Educational Computing Research, 2014
Epistemic and learning beliefs were found to affect college students' cognitive engagement and study strategies, as well as motivation in classroom settings. However, the relationships between epistemic and learning beliefs, motivation, learning perception, and students' actual learning participation in asynchronous online settings have been…
Descriptors: Student Attitudes, Beliefs, Learning Motivation, Asynchronous Communication
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Cooper, Thomas E. – Journal of Educational Computing Research, 2009
This study was conducted to investigate the quality and nature of the students' interactions during asynchronous online problem solving in two sections of College Algebra taught by the author. In a shared-work section, students worked independently for an initial phase and had access to classmates' work during a follow-up phase. Students in the…
Descriptors: Student Participation, Problem Solving, Interaction, Algebra
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