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Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
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Sankaran, Siva; Sankaran, Kris; Bui, Tung – Decision Sciences Journal of Innovative Education, 2023
Applying Herzberg's motivation-hygiene theory, we studied the determinants of student satisfaction in using R in a Decision Support Systems course that previously used Excel to teach Data Mining and Business Analytics (DMBA). The course is a degree requirement, and prior programming experience is not a prerequisite. We hypothesized that motivators…
Descriptors: Data Analysis, Programming Languages, Student Attitudes, Computer Science Education
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Damar Rais; Zhao Xuezhi – Journal on Mathematics Education, 2024
Python programming is widely employed in educational institutions worldwide. Within the "Merdeka Belajar" curriculum context, this programming is recognized as a suitable vehicle for mathematics instruction, significantly influencing students' motivation and learning outcomes, particularly following periods of educational hiatus. This…
Descriptors: Student Motivation, Learning Motivation, Programming Languages, Student Attitudes
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Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement
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Onah, Daniel F. O.; Pang, Elaine L. L.; Sinclair, Jane E.; Uhomoibhi, James – International Journal of Information and Learning Technology, 2021
Purpose: Massive open online courses (MOOCs) have received wide publicity and many institutions have invested considerable effort in developing, promoting and delivering such courses. However, there are still many unresolved questions relating to MOOCs and their effectiveness in a blended-learning context. One of the major recurring issues raised…
Descriptors: MOOCs, Questionnaires, Learning Strategies, Blended Learning
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Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis