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Showing 1 to 15 of 87 results Save | Export
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Anette Bentz; Bernhard Standl – ACM Transactions on Computing Education, 2024
Digital literacy is considered to be crucial for social and professional participation. Hence, several projects have been launched in school, as well as extracurricular activities to promote digital literacy in middle school. They aim, among other things, to increase interest in the so-called STEM subjects (science, technology, engineering, and…
Descriptors: Digital Literacy, Computer Science Education, Extracurricular Activities, Middle School Students
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Loksa, Dastyni; Margulieux, Lauren; Becker, Brett A.; Craig, Michelle; Denny, Paul; Pettit, Raymond; Prather, James – ACM Transactions on Computing Education, 2022
Metacognition and self-regulation are important skills for successful learning and have been discussed and researched extensively in the general education literature for several decades. More recently, there has been growing interest in understanding how metacognitive and self-regulatory skills contribute to student success in the context of…
Descriptors: Metacognition, Programming, Computer Science Education, Learning Processes
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Xinogalos, Stelios; Pitner, Tomáš; Ivanovic, Mirjana; Savic, Miloš – Education and Information Technologies, 2018
The choice of the first programming language (FPL) has been a controversial issue for several decades. Nearly everyone agrees that the FPL is important and affects students' subsequent education on programming. The study presented in this article investigates the suitability of various C-like and Pascal-like programming languages as a FPL.…
Descriptors: Student Attitudes, Programming Languages, Computer Software, Questionnaires
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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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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
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Yukselturk, Erman; Altiok, Serhat – British Journal of Educational Technology, 2017
The purpose of this study was to analyze the effects of programming with Scratch on the views of preservice Information Technology (IT) teachers towards computer programming. The study sample consisted of 151 preservice IT teachers who took an elective course including a Scratch module in the 2013-14 academic year. Three online questionnaires…
Descriptors: Preservice Teachers, Information Technology, Programming, Questionnaires
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Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
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Linden, Tanya – Journal of Information Systems Education, 2018
Academics teaching software development courses are experimenting with teaching methods aiming to improve students' learning experience and learning outcomes. Since Agile software development is gaining popularity in industry due to positive effects on managing projects, academics implement similar Agile approaches in student-centered learning…
Descriptors: Computer Software, Teaching Methods, Program Administration, Student Centered Learning
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Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
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Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen J. H.; Hwang, Gwo-Haur – Educational Technology & Society, 2015
Computer programming is an important skill for engineering and computer science students. However, teaching and learning programming concepts and skills has been recognized as a great challenge to both teachers and students. Therefore, the development of effective learning strategies and environments for programming courses has become an important…
Descriptors: Foreign Countries, Programming, Instructional Effectiveness, College Students
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Liu, Zhongxiu; Zhi, Rui; Hicks, Andrew; Barnes, Tiffany – Computer Science Education, 2017
Debugging is an over-looked component in K-12 computational thinking education. Few K-12 programming environments are designed to teach debugging, and most debugging research were conducted on college-aged students. In this paper, we presented debugging exercises to 6th-8th grade students and analyzed their problem solving behaviors in a…
Descriptors: Problem Solving, Middle School Students, Student Behavior, Programming
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Hajjej, Fahima; Hlaoui, Yousra Bendaly; Ben Ayed, Leila Jemni – International Journal of Information and Communication Technology Education, 2017
The e-assessment, as an important part of any e-learning system, faces the same challenges and problems such as problems related to portability, reusability, adaptability, integration and interoperability. Therefore, we need an approach aiming to generate a general process of the e-assessment. The present study consists of the development of a…
Descriptors: Electronic Learning, Computer Assisted Testing, Management Systems, Computer Software
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Carlson, John; Harris, Ranida; Harris, Ken – Information Systems Education Journal, 2017
In recent years, gamification has been utilized in a number of different contexts, including educational applications. This paper describes a unique application of coin-based gamification classroom management system in undergraduate programming classes. The coin-based gamification allowed students to earn and spend coins as a form of classroom…
Descriptors: Educational Games, Classroom Techniques, Undergraduate Students, Programming
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – IEEE Transactions on Learning Technologies, 2017
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Descriptors: Computer Games, Computer Science Education, Programming, Instructional Effectiveness
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Inan, Fethi; Yukselturk, Erman; Kurucay, Murat; Flores, Raymond – International Journal on E-Learning, 2017
The purpose of this study was to examine whether students' self-regulation skills impact their success and satisfaction in an online learning environment. Data was collected from one hundred and fifty-five students taking an online introductory programming course offered as a part of certification curriculum in a public university in Turkey. The…
Descriptors: Online Courses, Metacognition, Time Management, Help Seeking
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