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Saltan, Fatih – Journal of Education and Learning, 2017
Online Algorithm Visualization (OAV) is one of the recent developments in the instructional technology field that aims to help students handle difficulties faced when they begin to learn programming. This study aims to investigate the effect of online algorithm visualization on students' achievement in the introduction to programming course. To…
Descriptors: Information Technology, Control Groups, Experimental Groups, Programming
Emlek, Baris; Akturk, Ahmet Oguz – International Journal of Research in Education and Science, 2017
The purpose of this study is to determine the views of 2nd year students at a university who received the Programming course designed in accordance with the Web-based Problem Solving Method about the said method (WBPSM). The views of 11 students selected from among the 29 students who had taken the course on a voluntary basis were elicited…
Descriptors: Problem Solving, Web Based Instruction, Student Attitudes, Learning Strategies
Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
Cetin, Ibrahim – Canadian Journal of Science, Mathematics and Technology Education, 2015
The purpose of this study is to explore students' understanding of loops and nested loops concepts. Sixty-three mechanical engineering students attending an introductory programming course participated in the study. APOS (Action, Process, Object, Schema) is a constructivist theory developed originally for mathematics education. This study is the…
Descriptors: Engineering Education, College Students, Mathematics Education, Teaching Methods
van Zyl, Sukie; Mentz, Elsa; Havenga, Marietjie – African Journal of Research in Mathematics, Science and Technology Education, 2016
As part of curriculum changes in South Africa, an introductory programming language, Scratch, must first be taught before switching to the well-established teaching of Delphi. The nature of programming in Scratch is considerably different from that in Delphi. It was assumed that the teaching of Scratch as introductory programming language could…
Descriptors: Foreign Countries, Programming Languages, Teaching Methods, Guidelines
Çakiroglu, Ünal; Kokoç, Mehmet; Kol, Elvan; Turan, Ebru – Educational Technology & Society, 2016
The purpose of this qualitative study was to understand activities and behaviors of learners and instructor in an online programming course. Adobe Connect web conferencing system was used as a delivery platform. A total of fifty-six sophomore students attending a computer education and instructional technology program (online) participated in this…
Descriptors: Programming, Online Courses, Qualitative Research, Teleconferencing
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
Warin, Bruno; Talbi, Omar; Kolski, Christophe; Hoogstoel, Frédéric – IEEE Transactions on Education, 2016
This paper presents the "Multi-Role Project" method (MRP), a broadly applicable project-based learning method, and describes its implementation and evaluation in the context of a Science, Technology, Engineering, and Mathematics (STEM) course. The MRP method is designed around a meta-principle that considers the project learning activity…
Descriptors: Student Projects, Active Learning, STEM Education, Learning Strategies
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Gasaymeh, Al-Mothana M.; Aldalalah, Osamah M. – International Education Studies, 2013
This study aimed to investigate the impact of using Short Message Service (SMS) as learning support tool on students' learning in an introductory programming course. In addition, the study examined students' perceptions of the advantages and disadvantages of the use of SMS as a learning support tool in their class. The participants in this study…
Descriptors: Handheld Devices, Telecommunications, Written Language, Introductory Courses
Breed, Betty; Mentz, Elsa; van der Westhuizen, Gert – Electronic Journal of Research in Educational Psychology, 2014
Introduction: The research focused on metacognition in a collaborative learning setting. Based on a comprehensive literature study the researchers designed a metacognitive teaching-learning strategy for pair programmers. Our purpose was to investigate the influence of this metacognitive teaching-learning strategy during pair programming in an…
Descriptors: Metacognition, Cooperative Learning, Meta Analysis, Mixed Methods Research
Bers, Marina Umaschi; Seddighin, Safoura; Sullivan, Amanda – Journal of Technology and Teacher Education, 2013
Prior work has shown that early childhood educators demonstrate a lack of knowledge and understanding about technology and engineering, and about developmentally appropriate pedagogical approaches to bring those disciplines into the classrooms. This paper reports a study in which 32 early childhood educators participated in an intensive three-day…
Descriptors: STEM Education, Early Childhood Education, Knowledge Base for Teaching, Developmentally Appropriate Practices
Liebenberg, Janet; Mentz, Elsa; Breed, Betty – Computer Science Education, 2012
This paper reports on a qualitative study that examined how pair programming shapes the experience of secondary school girls taking IT as a subject, with respect to their enjoyment of programming and the subject itself. The study involved six Grade 11 girls who were doing solo programming in Grade 10 and pair programming in their following Grade.…
Descriptors: Foreign Countries, Females, Information Technology, Student Attitudes
Glezou, Katerina; Grigoriadou, Maria – Informatics in Education, 2010
In this paper we present a small-scale study investigating the use of the MicroWorlds Pro multimedia programming environment as an authoring tool for constructing models, simulations and multimedia applications with students of Senior High School. We implemented the cross-thematic educational scenario "Free fall simulation development"…
Descriptors: High School Students, Learner Engagement, Teaching Methods, Simulation
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