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Tri Puspa Rinjeni; Nur Aini Rakhmawati; Reny Nadlifatin – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test. Background: Incorporating information technology in education has led to the introduction…
Descriptors: Foreign Countries, Personality Measures, College Students, Information Systems
Mohammed Ahmed Kofahi; Anas Jebreen Atyeh Husain – Journal of Information Technology Education: Research, 2025
Aim/Purpose: In this study, we propose an AI technology-based learning model using ChatGPT and investigate its effect on students' higher-order thinking (HOT) ability in an operating systems (OS) course. Background: A critical requirement for IT and engineering students is supporting them in understanding advanced OS concepts and fostering their…
Descriptors: Artificial Intelligence, Computer Science Education, Thinking Skills, Computer System Design
Anas Husain – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to investigate the perceptions of programming instructors among the Information Technology faculty members at AL al-Bayt University regarding the effectiveness of ChatGPT in supporting the programming instructional process. This study also aims to explore their experiences concerning the potential benefits and adverse…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Programming
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Amaya, Edna Johanna Chaparro; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This article proposes a framework based on a sequential explanatory mixed-methods design in the learning analytics domain to enhance the models used to support the success of the learning process and the learner. The framework consists of three main phases: (1) quantitative data analysis; (2) qualitative data analysis; and (3)…
Descriptors: Learning Analytics, Guidelines, Student Attitudes, Learning Processes
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Hsueh, Nien-Lin; Daramsenge, Bilegjargal; Lai, Lien-Chi – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The goal of this study was twofold: first, to examine how learners' behavioral engagement types affect their final grades in an online programming course; and second, to explore which factors most strongly affect student performance in an online programming course and their connection to the types of cognitive engagement. Background:…
Descriptors: Learner Engagement, Online Courses, Programming, COVID-19

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