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Olipas, Cris Norman – Online Submission, 2022
This study aims to identify the experiences of information technology (IT) students in learning computer programming. Specifically, the feelings towards learning programming and the challenges and difficulties encountered by IT students were determined. The researcher used a phenomenological approach to determine the commonality of lived…
Descriptors: Information Technology, Programming, Computer Science Education, Student Attitudes
Olipas, Cris Norman P.; Leona, Rodibelle F.; Villegas, Andrew Caezar A.; Cunanan, Angelito I., Jr.; Javate, Charles Lawrence P. – Online Submission, 2021
The 21st century has caused numerous significant impacts and advancements in the lives of people. Information Technology (IT) has contributed essential benefits in the different areas of the society. One of the vital skills in developing IT solutions is programming. For many, writing computer programs may be a very challenging task which may…
Descriptors: Academic Achievement, Programming, Information Technology, Computer Science Education
Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
Xu, Jinyue – Online Submission, 2022
While anime is well-recognized as a significant motivator of Japanese language learners today, idol fandom, though served as an equally strong source of motivation for some learners, receives far less academic attention. This paper is a preliminary exploration of idol fandom's role in fueling the Japanese language-learning process. Through…
Descriptors: Japanese, Second Language Learning, Second Language Instruction, Fiction
Er, Erkan – Online Submission, 2022
Time management is an important self-regulation strategy that can improve student learning and lead to higher performance. Students who can manage their time effectively are more likely to exhibit consistent engagement in learning activities and to complete course assignments in a timely manner. Well planning of the study time is an essential part…
Descriptors: Programming, Time Management, Computer Science Education, Integrated Learning Systems
Mihci, C.; Satici, A. F. – Online Submission, 2020
Computers are problem-solving tools at heart. Without an operating system though, they would be rendered useless. Most computer users are unaware of the inherent capabilities of the bare OS and the problems it can solve for them. This comes naturally in an era of commercialized solutions in the form of apps and software packages. However, gaining…
Descriptors: Web Based Instruction, Problem Solving, Problem Based Learning, Computer Science Education
Al-Jarf, Reima – Online Submission, 2023
This study aimed to explore the magazines and topics that female college students like to read, and the topics that senior and junior high school reading textbooks contain. Findings of questionnaire-surveys with female college students at King Saud University revealed that 77% of the students read women's magazines; 77% like to read about fashion…
Descriptors: Females, Islam, Religious Factors, Foreign Countries
Karaahmetoglu, Kübra; Korkmaz, Özgen – Online Submission, 2019
The aim of this study is to investigate the effects of project-based Arduino educational robot applications on students' computational thinking skills and their perception of STEM skill levels. The study group consists of 6th grade students from 2 different secondary schools from Turkey. Within the scope of the research, classes were assigned to…
Descriptors: Robotics, Thinking Skills, Programming, Student Projects
Arslankara, Veysel Bilal; Usta, Ertugrul – Online Submission, 2020
The activities of the students during the summer holidays, learning losses or the forgetfulness of the return of the holidays have been discussed in the educational sciences for a long time. However, very little research is being done and has little place in educational policies. This is especially important in applications and continuity courses…
Descriptors: School Schedules, Vacations, Learning Activities, Extracurricular Activities
Yagci, Mustafa – Online Submission, 2016
It has been widely debated issue in the literature that learning programming requires students to have advanced thinking skills to be successful in programming. Having a negative attitude towards programming is considered as one of the important reasons which cause students to fail in programming. The relationship among students' way of learning…
Descriptors: Preservice Teachers, Student Attitudes, Information Technology, Cognitive Style
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
Korkmaz, Özgen; Altun, Halis – Online Submission, 2014
The attitude of students towards computer programming learning is a subject which is not widely researched in the current literature. In fact, there is little generally accepted scale, which is tested and accepted in terms of reliability and validity in literature in order to measure the attitude of students towards computer programming learning.…
Descriptors: Computer Science Education, Programming, Test Validity, Test Reliability
Korkmaz, Özgen – Online Submission, 2016
The purpose of the present research is to designate the effects of Scratch-based game activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research was conducted through a pre-test-post-test control group quasi-experimental study. The study group consists of 49…
Descriptors: Student Attitudes, Programming, Educational Games, Self Efficacy
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
Baser, Mustafa – Online Submission, 2013
The aim of this research was to explore the relationship among students' attitudes toward programming, gender and academic achievement in programming. The scale used for measuring students' attitudes toward programming was developed by the researcher and consisted of 35 five-point Likert type items in four subscales. The scale was administered to…
Descriptors: Undergraduate Students, Student Attitudes, Computer Attitudes, Gender Differences
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