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Jegede, Philip Olu; Olajubu, Emmanuel Ajayi; Ejidokun, Adekunle Olugbenga; Elesemoyo, Isaac Oluwafemi – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: The study examined types of errors made by novice programmers in different Java concepts with students of different ability levels in programming as well as the perceived causes of such errors. Background: To improve code writing and debugging skills, efforts have been made to taxonomize programming errors and their causes. However,…
Descriptors: Programming Languages, Programming, Low Achievement, High Achievement
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Bakke, Christine; Sakai, Rena – Journal of Information Technology Education: Innovations in Practice, 2022
Aim/Purpose: This research aims to describe layering of career-like experiences over existing curriculum to improve perceived educational value. Background: Feedback from students and regional businesses showed a clear need to increase student's exposure to career-like software development projects. The initial goal was to develop an…
Descriptors: Computer Software, Best Practices, Feedback (Response), Computer Science Education
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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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Dongo, Tendai; Reed, April H.; O'Hara, Margaret – Journal of Information Technology Education: Innovations in Practice, 2016
Pair programming is a collaborative programming practice that places participants in dyads, working in tandem at one computer to complete programming assignments. Pair programming studies with Computer Science (CS) and Software Engineering (SE) majors have identified benefits such as technical productivity, program/design quality, academic…
Descriptors: Management Information Systems, Majors (Students), Computer Software, Programming
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Hattingh, Frederik; Buitendag, Albertus A. K.; van der Walt, Jacobus S. – Journal of Information Technology Education: Innovations in Practice, 2013
The transfer and teaching of programming and programming related skills has become, increasingly difficult on an undergraduate level over the past years. This is partially due to the number of programming languages available as well as access to readily available source code over the Web. Source code plagiarism is common practice amongst many…
Descriptors: Plagiarism, Identification, Programming, Computer Science Education
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Sharp, Jason H.; Sharp, Laurie A. – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: Compared student academic performance on specific course requirements in a C# programming course across three instructional approaches: traditional, online, and flipped. Background: Addressed the following research question--When compared to the online and traditional instructional approaches, does the flipped instructional approach…
Descriptors: Comparative Analysis, Academic Achievement, Conventional Instruction, Web Based Instruction
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Du, Jie; Wimmer, Hayden; Rada, Roy – Journal of Information Technology Education: Innovations in Practice, 2016
The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students' attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two…
Descriptors: Undergraduate Students, Computer Science Education, Programming, Introductory Courses
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Pasko, Alexander; Adzhiev, Valery; Malikova, Evgeniya; Pilyugin, Victor – Journal of Information Technology Education: Innovations in Practice, 2013
Modern education technologies are destined to reflect the realities of a modern digital age. The juxtaposition of real and synthetic (computer-generated) worlds as well as a greater emphasis on visual dimension are especially important characteristics that have to be taken into account in learning and teaching. We describe the ways in which an…
Descriptors: Educational Technology, Computer Uses in Education, Models, Visual Aids