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Chen, Chen; Jeckel, Stuart; Sonnert, Gerhard; Sadler, Philip M. – International Journal of Computer Science Education in Schools, 2019
This study examines the relationship between students' pre-college experience with computers and their later success in introductory computer science classes in college. Data were drawn from a nationally representative sample of 10,197 students enrolled in computer science at 118 colleges and universities in the United States. We found that…
Descriptors: Computer Science Education, Programming, Academic Achievement, College Students
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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Abass, Olalere A.; Olajide, Samuel A.; Samuel, Babafemi O. – Turkish Online Journal of Distance Education, 2017
The traditional method of assessment (examination) is often characterized by examination questions leakages, human errors during marking of scripts and recording of scores. The technological advancement in the field of computer science has necessitated the need for computer usage in majorly all areas of human life and endeavors, education sector…
Descriptors: Computer Assisted Testing, Computer System Design, Test Format, Design Requirements
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Srnec, Matthew N.; Upadhyay, Shiv; Madura, Jeffry D. – Journal of Chemical Education, 2017
In undergraduate physical chemistry, Schrödinger's equation is solved for a variety of cases. In doing so, the energies and wave functions of the system can be interpreted to provide connections with the physical system being studied. Solving this equation by hand for a one-dimensional system is a manageable task, but it becomes time-consuming…
Descriptors: Undergraduate Study, College Science, Chemistry, Science Instruction
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Chen, Chen; Haduong, Paulina; Brennan, Karen A.; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2017
The impact of a novice programmer's first language on their subsequent achievement in further computing education has been the subject of much study in the field of computer science education. Our research is a retrospective study of more than 10,000 undergraduate students enrolled in CS1 (introduction to computer programming) from 118 US college…
Descriptors: Undergraduate Students, Computer Science Education, Novices, Programming
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Aleksic, Veljko; Ivanovic, Mirjana – Informatics in Education, 2016
Programming is one of the basic subjects in most informatics, computer science mathematics and technical faculties' curricula. Integrated overview of the models for teaching programming, problems in teaching and suggested solutions were presented in this paper. Research covered current state of 1019 programming subjects in 715 study programmes at…
Descriptors: Foreign Countries, Programming, Computer Science Education, Introductory Courses
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Muradoglu, Bahar; Yigit, Nevzat; Güven, Ebru Mazlum – Journal of Science Learning, 2022
As innovation has gained importance worldwide, educating students as individuals with innovative qualities has become imperative. Therefore, identifying students' perceptions of innovativeness in science lessons has become an issue of concern. The aim of this study was to determine secondary school students' perceptions of innovativeness. The…
Descriptors: Science Education, Educational Innovation, Secondary School Students, Student Attitudes
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Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
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Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
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LópezLeiva, Carlos A.; Noriega, Gabino; Celedón-Pattichis, Sylvia; Pattichis, Marios S. – Teachers College Record, 2022
Background/Context: Computer programming is rarely accessible to K-12 students, especially for those from culturally and linguistically diverse backgrounds. Middle school age is a transitioning time when adolescents are more likely to make long-term decisions regarding their academic choices and interests. Having access to productive and positive…
Descriptors: Hispanic American Students, Student Experience, Mathematics Education, Programming
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Curley, Brenna; Peterson, Anna – Journal of Statistics and Data Science Education, 2022
In this article, we outline several activities revolving around soccer players who participated in the 2018 FIFA World Cup and 2019 FIFA Women's World Cup. Classroom activities are described from different perspectives, useful for a range of different statistics courses. In a first semester probability theory course, students investigate the…
Descriptors: Team Sports, Competition, Teaching Methods, Data Analysis
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R. Rosario; T. S. Hopper; A. Huang-Saad – Biomedical Engineering Education, 2022
There are increasing calls for the use of research-based teaching strategies to improve engagement and learning in engineering. In this innovation paper, we detail the application of research-based teaching strategies in a computer programming focused biomedical engineering module. This four-week, one-credit undergraduate biomedical engineering…
Descriptors: Undergraduate Students, Biomedicine, Engineering Education, Programming
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Sankaran, Siva; Sankaran, Kris; Bui, Tung – Decision Sciences Journal of Innovative Education, 2023
Applying Herzberg's motivation-hygiene theory, we studied the determinants of student satisfaction in using R in a Decision Support Systems course that previously used Excel to teach Data Mining and Business Analytics (DMBA). The course is a degree requirement, and prior programming experience is not a prerequisite. We hypothesized that motivators…
Descriptors: Data Analysis, Programming Languages, Student Attitudes, Computer Science Education
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Vink, Isabelle C. de; Tolboom, Jos L. J.; Beekum, Olivier van – Informatics in Education, 2023
Due to technological advancements, robotics is findings its way into the classroom. However, workload for teachers is high, and teachers sometimes lack the knowledge to implement robotics education. A key factor of robotics education is peer learning, and having students (near-)peers teach them robotics could diminish workload. Therefore, this…
Descriptors: Peer Teaching, Robotics, STEM Education, Elementary School Students
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Humble, Niklas – Education and Information Technologies, 2023
Due to increased need of professionals on the future labour market with competence in programming, many countries have integrated programming in kindergarten to grade 12 (K-12) education. In 2017, programming was integrated in Swedish primary and secondary school curriculum and the courses of Mathematics and Technology. Research has highlighted…
Descriptors: Secondary School Students, Mathematics Instruction, Programming, Teaching Methods
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