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Showing 1 to 15 of 25 results Save | Export
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Marius Banut; Ion Albulescu – Journal on Efficiency and Responsibility in Education and Science, 2024
In pedagogical language, "scaffolding" is frequently used to replace the expression "support in learning". In didactic terms, the practice in the classroom shows that various types of support, such as the teacher, colleagues, and technologies, contribute to more efficient learning. In terms of technologies, the present study…
Descriptors: Scaffolding (Teaching Technique), Music Education, Foreign Countries, Urban Environment
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Renske Weeda; Sjaak Smetsers; Erik Barendsen – Computer Science Education, 2024
Background and Context: Multiple studies report that experienced instructors lack consensus on the difficulty of programming tasks for novices. However, adequately gauging task difficulty is needed for alignment: to select and structure tasks in order to assess what students can and cannot do. Objective: The aim of this study was to examine…
Descriptors: Novices, Coding, Programming, Computer Science Education
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Qin, Chao; Liu, Yanjia; Zhang, Hemei – Journal of Computer Assisted Learning, 2023
Background: Being easy to learn and fun, block-based programming tools are widely used to teach students introductory programming. Scratch and LEGO robots are two popular block-based programming tools. However, the objects they manipulate are completely different. Scratch manipulates graphical virtual sprites, whereas LEGO robots manipulate…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Robotics
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Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
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Kuo, Yu-Chen; Lin, Yu-Hsuan; Wang, Tao-Hua; Lin, Hao-Chiang Koong; Chen, Ju-I; Huang, Yueh-Min – Innovations in Education and Teaching International, 2023
Flipped classroom is one of the important teaching modes among many novel teaching methods in recent years, students watch the video in the pre-class. However, if students cannot focus on the pre-class video learning or have problems with the learning content, the learning effect will be less than expected. Therefore, this research proposes a…
Descriptors: Instructional Effectiveness, Flipped Classroom, Teaching Methods, Programming
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Chih-Hung Chen; Hsiang-Yu Chung – Journal of Educational Computing Research, 2024
Computational thinking (CT) has gained considerable attention and in-depth discussion over the last two decades. Although the significance of CT has been highlighted, it could be challenging for educators to teach CT. Fortunately, adopting robots in education has been evidenced to be of benefit to promoting students' learning motivation, CT, and…
Descriptors: Computation, Thinking Skills, Teaching Methods, Programming
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Xuanyan Zhong; Zehui Zhan – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners' computational thinking. Design/methodology/approach: By…
Descriptors: Intelligent Tutoring Systems, Computer Science Education, Programming, Independent Study
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Dogan, Yunus; Batdi, Veli; Tüfekci, Hülya – Journal of Educational Technology, 2022
The concept of "21st century skills" has entered our lives in the recent past and has been used to describe the skills that our children should be equipped with while preparing them for the future world. Coding skill, in this regard, is seen as a new 21st century skill that is assumed to be a part of logical reasoning. The main purpose…
Descriptors: Programming, Teaching Methods, Intervention, Student Attitudes
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Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
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Lavy, Ilana – Informatics in Education, 2023
This paper describes a pilot study that explores students learning how to program via a multi-disciplinary approach. The study participants were eleven 6th grade students who learned programming fundamentals via music activities in a Scratch 3.0 environment. These activities included the programming of familiar melodies and the development of…
Descriptors: Computer Science Education, Programming, Grade 6, Music
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Kiliç, Servet – Informatics in Education, 2023
This study aims to explore how gamification elements influence the development of the Community of Inquiry (CoI) in an online project-based programming course conducted on Facebook. We formed student groups by using a quasi-experimental design from students studying in the computer science department. While both courses were project-based, the…
Descriptors: Instructional Effectiveness, Gamification, Communities of Practice, Inquiry
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Liew, Tze Wei; Tan, Su-Mae; Kew, Si Na – Information and Learning Sciences, 2022
Purpose: This study aims to examine if a pedagogical agent's expressed anger, when framed as a feedback cue, can enhance mental effort and learning performance in a multimedia learning environment than expressed happiness. Design/methodology/approach: A between-subjects experiment was conducted in which learners engaged with a multimedia learning…
Descriptors: Teaching Methods, Multimedia Instruction, Psychological Patterns, Emotional Response
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Govender, Irene – Journal of Information Technology Education: Innovations in Practice, 2021
Aim/Purpose: This study seeks to understand the various ways information systems (IS) students experience introductory programming to inform IS educators on effective pedagogical approaches to teaching programming. Background: Many students who choose to major in information systems (IS), enter university with little or no experience of learning…
Descriptors: Programming, Information Science Education, Diaries, Student Attitudes
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Dahn, Maggie; DeLiema, David – Computer Science Education, 2020
Background and Context: Women are underrepresented in the field of computer science, a trend that in part can be traced to girls' early experiences with the discipline. Objective: Our aim is to show how three girls who became strong coders talked about their debugging practice at the intersection of problem solving, emotion, and identity. Method:…
Descriptors: Psychological Patterns, Problem Solving, Identification (Psychology), Females
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Guzman, Laura Melissa; Pennell, Matthew W.; Nikelski, Ellen; Srivastava, Diane S. – CBE - Life Sciences Education, 2019
Biostatistics courses are integral to many undergraduate biology programs. Such courses have often been taught using point-and-click software, but these programs are now seldom used by researchers or professional biologists. Instead, biology professionals typically use programming languages, such as R, which are better suited to analyzing complex…
Descriptors: Undergraduate Study, Statistics, Biology, College Science
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