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Isiaq, Sakirulai Olufemi; Jamil, Md Golam – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to explore the use of a simulator for teaching programming to foster student engagement and meaningful learning. Design/methodology/approach: An exploratory mixed-method research approach was adopted in a classroom-based environment at a UK university. A rich account of student engagement dimensions…
Descriptors: Learner Engagement, Mixed Methods Research, Universities, Programming
Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
Mikum, Siriporn; Suksakulchai, Surachai; Chaisanit, Settachai; Murphy, Elizabeth – Education and Information Technologies, 2018
Social media (SM) support new approaches to learning that rely on voluntary, peer-to-peer communication using devices and software provided and managed by students rather than on institutional course management systems. We present one case of such an approach with first-year university students (n = 86) in Thailand using SM for asking and…
Descriptors: Social Media, College Freshmen, Programming, Student Participation
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
Hew, Khe Foon – British Journal of Educational Technology, 2016
Although past research has sought to identify the factors of student engagement in traditional online courses, two questions remained largely unanswered with regard to Massive Open Online Courses (MOOCs): do the factors that could influence student engagement in traditional online courses also apply to online courses that are massive and open?…
Descriptors: Online Courses, Learner Engagement, Large Group Instruction, Learning Experience
Cetin, Ibrahim; Andrews-Larson, Christine – Computer Science Education, 2016
Recent increased interest in computational thinking poses an important question to researchers: What are the best ways to teach fundamental computing concepts to students? Visualization is suggested as one way of supporting student learning. This mixed-method study aimed to (i) examine the effect of instruction in which students constructed…
Descriptors: Computer Science Education, Visualization, Teaching Methods, Mixed Methods Research
Kalelioglu, Filiz; Gülbahar, Yasemin – Informatics in Education, 2014
Computer programming is perceived as an important competence for the development of problem solving skills in addition to logical reasoning. Hence, its integration throughout all educational levels, as well as the early ages, is considered valuable and research studies are carried out to explore the phenomenon in more detail. In light of these…
Descriptors: Student Attitudes, Programming, Elementary School Students, Problem Solving
Saltan, Fatih; Kara, Mehmet – Higher Education Studies, 2016
This study aims to investigate the acceptance of ICT teachers pertaining to the use of Scratch as an Algorithm Visualization (AV) software in terms of perceived ease of use and perceived usefulness. An embedded mixed method research design was used in the study, in which qualitative data were embedded in quantitative ones and used to explain the…
Descriptors: Computer Software, Visualization, Preservice Teachers, Information Technology
Cetin, Ibrahim; Sendurur, Emine; Sendurur, Polat – Journal of Educational Computing Research, 2014
Students' difficulties in learning computer programming are well documented in the literature and have been studied from different perspectives by the researchers. However, studies that have been conducted from the meta-cognition perspective are rare in the context of programming education. The current study aimed to (i) investigate the effects of…
Descriptors: Metacognition, Instructional Effectiveness, Training, Programming
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Hsu, Yu-Chang; Ching, Yu-Hui – International Review of Research in Open and Distance Learning, 2013
This research explored how educators with limited programming experiences learned to design mobile apps through peer support and instructor guidance. Educators were positive about the sense of community in this online course. They also considered App Inventor a great web-based visual programming tool for developing useful and fully functioning…
Descriptors: Handheld Devices, Computer Software, Programming, Electronic Learning
Velez-Rubio, Miguel – ProQuest LLC, 2013
Teaching computer programming to freshmen students in Computer Sciences and other Information Technology areas has been identified as a complex activity. Different approaches have been studied looking for the best one that could help to improve this teaching process. A proposed approach was implemented which is based in the language immersion…
Descriptors: Introductory Courses, Programming, Improvement, Teacher Improvement
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2011
For the thirty-fourth year, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, FL. A limited quantity of these Proceedings were printed and sold in both hardcopy and electronic…
Descriptors: Foreign Countries, Research and Development, Educational Technology, Conference Papers
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers