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Cárdenas-Cobo, Jesennia; Puris, Amilkar; Novoa-Hernández, Pavel; Galindo, José Angel; Benavides, David – IEEE Transactions on Learning Technologies, 2020
Learning computer programming is a challenging process. Among the current approaches for overcoming this challenge, visual programming languages (VPLs), such as Scratch, have shown very promising results for beginners. Interestingly, some higher education institutions have started to use VPLs to introduce basic programming concepts, mainly in CS1…
Descriptors: Computer Science Education, Programming, Programming Languages, Teaching Methods
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Giebl, Saskia; Mena, Stefany; Storm, Benjamin C.; Bjork, Elizabeth Ligon; Bjork, Robert A. – Psychology Learning and Teaching, 2021
Technological advances have given us tools--Google, in particular--that can both augment and free up our cognitive resources. Research has demonstrated, however, that some cognitive costs may arise from our reliance on such external memories. We examined whether pretesting--asking participants to solve a problem before consulting Google for needed…
Descriptors: Internet, Retention (Psychology), Information Needs, Cognitive Processes
Chenoweth, Tim; Corral, Karen; Scott, Kit – Journal of Information Systems Education, 2016
This study evaluates two content delivery options for teaching a programming language to determine whether an asynchronous format can achieve the same learning efficacy as a traditional lecture (face-to-face) format. We use media synchronicity theory as a guide to choose media capabilities to incorporate into an asynchronous tutorial used…
Descriptors: Feedback (Response), Programming, Programming Languages, Electronic Learning
Shaw, Ruey-Shiang – Journal of Educational Computing Research, 2019
This study focused on the relationships between knowledge mapping construction methods and learning performance. The different knowledge mapping methods (by experts vs. by self-learners) were assumed to achieve different learning performance levels. The results of this study show that neither different knowledge map construction methods nor…
Descriptors: Cognitive Style, Programming Languages, Correlation, Cognitive Mapping
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages
Gökçe, Semirhan; Yenmez, Arzu Aydogan; Özpinar, Ilknur – International Education Studies, 2017
Recent developments in technology have changed the learner's profile and the learning outcomes. Today, with the emergence of higher-order thinking skills and computer literacy skills, teaching through traditional methods is likely to fail to achieve the learning outcomes. That is why; teachers and teacher candidates are expected to have computer…
Descriptors: Foreign Countries, Undergraduate Students, Mathematics Education, Elementary School Mathematics
Ueno, Maomi; Miyazawa, Yoshimitsu – IEEE Transactions on Learning Technologies, 2018
Over the past few decades, many studies conducted in the field of learning science have described that scaffolding plays an important role in human learning. To scaffold a learner efficiently, a teacher should predict how much support a learner must have to complete tasks and then decide the optimal degree of assistance to support the learner's…
Descriptors: Scaffolding (Teaching Technique), Prediction, Probability, Comparative Analysis
Muñoz, Carmen; Pujadas, Geòrgia; Pattemore, Anastasiia – Second Language Research, 2023
This article addresses the benefits of audio-visual input for learning second language (L2) vocabulary and grammatical constructions. Specifically, it explores the role of frequency, the effects of subtitles and captions, and the mediating role of learner proficiency on language gains in two longitudinal studies. Study 1 targets vocabulary…
Descriptors: Linguistic Input, Teaching Methods, Vocabulary Development, Second Language Learning
Ozonur, Mesut; Yanpar-Yelken, Tugba; Sancar-Tokmak, Hatice – Australasian Journal of Educational Technology, 2018
This study aims to compare the social presence and motivation of students taking a database II course using either the virtual world Second Life (SL) or the Enocta learning management system (LMS)/Adobe Connect. The study group consisted of 60 undergraduate sophomore students enrolled in a fully online computer programming program. Students were…
Descriptors: Online Courses, Programming, Experimental Groups, Control Groups
Rum, Siti Nurulain Mohd; Ismail, Maizatul Akmar – Educational Technology & Society, 2017
Computer programming is a part of the curriculum in computer science education, and high drop rates for this subject are a universal problem. Development of metacognitive skills, including the conceptual framework provided by socio-cognitive theories that afford reflective thinking, such as actively monitoring, evaluating, and modifying one's…
Descriptors: Metacognition, Computer Assisted Instruction, Programming, Novices
Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit – Educational Research and Reviews, 2016
The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…
Descriptors: Engineering, Design, Computer Science Education, Programming
Ayodele, Kayode P.; Inyang, Isaac A.; Kehinde, Lawrence O. – IEEE Transactions on Education, 2015
One of the more interesting approaches to teaching advanced logic concepts is the use of online laboratory frameworks to provide student access to remote field-programmable devices. There is as yet, however, no conclusive evidence of the effectiveness of such an approach. This paper presents the Advanced Digital Lab, a remote laboratory based on…
Descriptors: Teaching Methods, Logical Thinking, Guidelines, Programming
Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita – Educational Technology & Society, 2017
More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…
Descriptors: Experimental Groups, Control Groups, Comparative Analysis, Academic Achievement
Korkmaz, Özgen – Online Submission, 2016
The purpose of the present research is to designate the effects of Scratch-based game activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research was conducted through a pre-test-post-test control group quasi-experimental study. The study group consists of 49…
Descriptors: Student Attitudes, Programming, Educational Games, Self Efficacy