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Jones, Stephanie H.; St. Peter, Claire C.; Williams, Catherine – Education and Treatment of Children, 2023
Noncontingent reinforcement (NCR) is an effective behavioral intervention when implemented consistently. NCR may be particularly well-suited for use in schools because of its perceived ease of use. However, previous laboratory research suggests that NCR may not maintain therapeutic effects if implemented inconsistently. Inconsistent implementation…
Descriptors: Reinforcement, Behavior Modification, Program Effectiveness, Program Implementation
Li, Liang-Yi; Huang, Wen-Lung – Educational Technology & Society, 2023
With the increasing bandwidth, videos have been gradually used as submissions for online peer assessment activities. However, their transient nature imposes a high cognitive load on students, particularly lowability students. Therefore, reviewers' ability is a key factor that may affect the reviewing process and performance in an online video peer…
Descriptors: Peer Evaluation, Undergraduate Students, Video Technology, Evaluation Methods
Alison L. Zagona; Jennifer A. Kurth; Virginia L. Walker; Andrea Ruppar; Sheldon Loman; Sarah Bubash – Research and Practice for Persons with Severe Disabilities, 2024
Students with extensive support needs are at risk of demonstrating challenging behavior due to inadequate support of their individual needs or class-wide factors such as low quality of instruction. Students with extensive support needs are also among the students who are most likely to experience aversive interventions and be placed in segregated…
Descriptors: Student Behavior, Intervention, Behavior Problems, Behavior Modification
Kristina Litherland; Anders Kluge – Computer Science Education, 2024
Background and Context: We explore the potential for understanding the processes involved in students' programming based on studying their behaviour and dialogue with each other and "conversations" with their programs. Objective: Our aim is to explore how a perspective of inquiry can be used as a point of departure for insights into how…
Descriptors: Programming, Programming Languages, Secondary School Students, Computer Science Education
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
Tsabari, Stav; Segal, Avi; Gal, Kobi – International Educational Data Mining Society, 2023
Automatically identifying struggling students learning to program can assist teachers in providing timely and focused help. This work presents a new deep-learning language model for predicting "bug-fix-time", the expected duration between when a software bug occurs and the time it will be fixed by the student. Such information can guide…
Descriptors: College Students, Computer Science Education, Programming, Error Patterns
An Investigation of High School Students' Errors in Introductory Programming: A Data-Driven Approach
Qian, Yizhou; Lehman, James – Journal of Educational Computing Research, 2020
This study implemented a data-driven approach to identify Chinese high school students' common errors in a Java-based introductory programming course using the data in an automated assessment tool called the Mulberry. Students' error-related behaviors were also analyzed, and their relationships to success in introductory programming were…
Descriptors: High School Students, Error Patterns, Introductory Courses, Computer Science Education
Sungkur, R. K.; Antoaroo, M. A.; Beeharry, A. – Education and Information Technologies, 2016
Nowadays, we are living in a world where information is readily available and being able to provide the learner with the best suited situations and environment for his/her learning experiences is of utmost importance. In most learning environments, information is basically available in the form of written text. According to the eye-tracking…
Descriptors: Eye Movements, Cognitive Processes, Visual Perception, Measurement Techniques
Chen, Binglin; West, Matthew; Ziles, Craig – International Educational Data Mining Society, 2018
This paper attempts to quantify the accuracy limit of "nextitem-correct" prediction by using numerical optimization to estimate the student's probability of getting each question correct given a complete sequence of item responses. This optimization is performed without an explicit parameterized model of student behavior, but with the…
Descriptors: Accuracy, Probability, Student Behavior, Test Items
de Alfaro, Luca; Shavlovsky, Michael – International Educational Data Mining Society, 2016
Peer grading is widely used in MOOCs and in standard university settings. The quality of grades obtained via peer grading is essential for the educational process. In this work, we study the factors that influence errors in peer grading. We analyze 288 assignments with 25,633 submissions and 113,169 reviews conducted with CrowdGrader, a web based…
Descriptors: Peer Evaluation, Grading, Error Patterns, Accuracy
Sato, Masatoshi; McDonough, Kim – Studies in Second Language Acquisition, 2019
This study explored the impact of contextualized practice on second language (L2) learners' production of wh-questions in the L2 classroom. It examined the quality of practice (correct vs. incorrect production) and the contribution of declarative knowledge to proceduralization. Thirty-four university-level English as a foreign language learners…
Descriptors: Second Language Learning, Second Language Instruction, Questioning Techniques, English (Second Language)
Rowe, Elizabeth; Eagle, Michael; Hicks, Drew – International Educational Data Mining Society, 2016
Building on prior work visualizing player behavior using interaction networks [1], we examined whether measures of implicit science learning collected during gameplay were significantly related to changes in external pre-post assessments of the same constructs. As part of a national implementation study, we collected data from 329 high school…
Descriptors: Incidental Learning, Educational Games, Scientific Concepts, Optics
Adu-Gyamfi, Kwaku; Stiff, Lee V.; Bosse, Michael J. – School Science and Mathematics, 2012
Translation errors and conceptual misunderstandings made by students translating among graphical, tabular, and symbolic representations of linear functions were examined. The study situated student errors in the context of the "Translation-Verification Model" developed specifically for the purpose of explaining student behavior during the process…
Descriptors: Student Behavior, Translation, Error Patterns, Models
Cipani, Ennio – Behavior Analyst Today, 2012
This paper presents the empirical basis for the phenomena known as stimulus overselectivity. Stimulus overselectivity involves responding on the basis of a restricted range of elements or features that are discriminative for reinforcement. The manner in which such a response pattern impedes the skill acquisition in children is identified. A…
Descriptors: Symptoms (Individual Disorders), Classification, Reinforcement, Feedback (Response)
Hughes, Michael C.; Jadud, Matthew C.; Rodrigo, Ma. Mercedes T. – Computer Science Education, 2010
In Java, "System.out.printf" and "String.format" consume a specialised kind of string commonly known as a format string. In our study of first-year students at the Ateneo de Manila University, we discovered that format strings present a substantial challenge for novice programmers. Focusing on their first laboratory we found…
Descriptors: Foreign Countries, Computer Science Education, Programming Languages, Introductory Courses
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