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Minnegalieva, Chulpan Bakievna; Khabibullin, Timur Vakhtangovich; Giniyatullina, Gulchachak Rishatovna; Giniyatullin, Lenar Ildarovich – International Journal of Higher Education, 2020
Online courses on different platforms provide thousands of students with the knowledge and skills they need. This paper presents the results of a survey of students, during which they expressed their opinion on the use of electronic resources in teaching. The survey showed that students are more motivated to study when they understand how their…
Descriptors: Difficulty Level, Electronic Learning, Online Courses, Student Attitudes
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Tan, Wee-Ling; Samsudin, Mohd Ali; Ismail, Mohd Erfy; Ahmad, Nur Jahan – Problems of Education in the 21st Century, 2020
The main aim of the presented research was to examine the interaction between student's gender and achievements in learning concepts of electricity via STEAM integrated approach utilizing Scratch. This research was aimed to determine the gender disparity for lower-secondary school students in learning about the concepts of electricity.…
Descriptors: Foreign Countries, Gender Differences, Academic Achievement, Energy
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Guozhu Ding; Xiangyi Shi; Shan Li – Education and Information Technologies, 2024
In this study, we developed a classification system of programming errors based on the historical data of 680,540 programming records collected on the Online Judge platform. The classification system described six types of programming errors (i.e., syntax, logical, type, writing, misunderstanding, and runtime errors) and their connections with…
Descriptors: Programming, Computer Science Education, Classification, Graphs
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Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
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Melis Arzu Uyulgan; Nalan Akkuzu Güven – Discourse and Communication for Sustainable Education, 2024
The primary aims of environmental education and courses at universities are for students to develop an environmental mentality and to be able to apply that mindset to solving real-world issues. In this study, pre-service elementary students participated in active learning environments through creating educational radio program activities by…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Environmental Education
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Aslina Saad; Suhaila Zainudin – Interactive Learning Environments, 2024
This study delves into the integration of Project-Based Learning (PBL) and Computational Thinking (CT) to enhance 21st century learning. Through a Narrative Literature Review (NLR), pivotal strategies for effective implementation are identified. These include fostering collaborative pedagogy, employing visualization tools, embracing diverse…
Descriptors: Active Learning, Student Projects, Teaching Methods, Computation
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Hanrui Gao; Yi Zhang; Gwo-Jen Hwang; Sunan Zhao; Ying Wang; Kang Wang – Education and Information Technologies, 2024
Artificial Intelligence (AI) education in primary schools has received a great deal of attention globally, and it is thus important to investigate primary school students' perceptions and understanding of AI learning. Therefore, in this study, 673 drawings of conceptions of AI learning by third to sixth grade students were collected. Firstly, a…
Descriptors: Elementary School Students, Student Attitudes, Artificial Intelligence, Freehand Drawing
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Tibor Krizsan; Dragan Lambic – Education and Information Technologies, 2024
Pair programming is a technique in which two students collaborate on programming tasks. This study aimed to investigate attitudes, toward pair programming with a focus on anxiety, motivation, stress, and efficiency. The sample population consisted of 168 students from three primary schools in Vojvodina (Serbia). The students were aged 6.5-11 years…
Descriptors: Foreign Countries, Student Motivation, Stress Variables, Skills
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Zhi Liu; Huimin Duan; Shiqi Liu; Rui Mu; Sannyuya Liu; Zongkai Yang – Educational Technology & Society, 2024
Conversational agents (CAs) primarily adopt knowledge scaffolding (KS) or emotional scaffolding (ES) to intervene in learners' knowledge gain and emotional experience in online learning. However, the ill-defined design for KS and ES, as well as insufficient understanding of their interactive effects on learning outcomes, have hindered the…
Descriptors: Electronic Learning, Achievement Gains, Knowledge Level, Emotional Experience
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Claudio Alvarez; Maira Marques Samary; Alyssa Friend Wise – Journal of Computing in Higher Education, 2024
Computer programming is a skill of increasing importance in scientific and technological fields. However, in introductory computer science (CS1) courses in higher education, approximately one in every three students fails. A common reason is that students are overwhelmed by an accelerated and inflexible pace of learning that jeopardizes success.…
Descriptors: Mastery Learning, Computer Science Education, Programming, Action Research
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Sanna Forsström; Melissa Bond – International Journal of Computer Science Education in Schools, 2024
Despite the widespread adoption of computational thinking (CT) across educational levels, challenges persist in its assessment due to diverse definitions, frameworks, and practical applications in classroom settings. This meta-synthesis investigates the assessment of computational thinking (CT) in primary and secondary education, synthesising…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Barriers
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Amanpreet Kaur; Kuljit Kaur Chahal – Education and Information Technologies, 2024
Research so far has overlooked the contribution of students' noncognitive factors to their performance in introductory programming in the context of personalized learning support. This study uses learning analytics to design and implement a Dashboard to understand the contribution of introductory programming students' learning motivation,…
Descriptors: Learning Analytics, Introductory Courses, Programming, Computer Science Education
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Wei-Ying Li; Tzu-Chuen Lu – Informatics in Education, 2024
This study investigates the effect of programming courses on the computational thinking (CT) skills of elementary school students and the learning effectiveness of students from different backgrounds who are studying programming. We designed a OwlSpace programming course into an elementary school curriculum. Students in fourth and fifth grades…
Descriptors: Programming, Computation, Thinking Skills, Elementary School Students
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Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
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Lin Zhang; Qiang Jiang; Weiyan Xiong; Wei Zhao – Journal of Educational Computing Research, 2025
This study seeks to deepen the understanding of the direct and indirect effects of human-computer dialogic interaction programming activities, facilitated by ChatGPT, on student engagement. Data were collected from 109 Chinese high school students who engaged in programming tasks using either ChatGPT-driven dialogic interaction or traditional pair…
Descriptors: Artificial Intelligence, Computer Software, Computer Science Education, Programming
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