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Showing 1 to 15 of 23 results Save | Export
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Jihae Suh; Kyuhan Lee; Jaehwan Lee – Education and Information Technologies, 2025
Artificial Intelligence (AI) has rapidly emerged as a powerful tool with the potential to enhance learning environments. However, effective use of new technologies in education requires a good understanding of the technology and good design for its use. Generative AI such as ChatGPT requires particularly well-designed instructions due to its ease…
Descriptors: Programming, Computer Science Education, Artificial Intelligence, Technology Uses in Education
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Siran Li; Jiangyue Liu; Qianyan Dong – Australasian Journal of Educational Technology, 2025
Recent advancements in generative artificial intelligence (GenAI) have drawn significant attention from educators and researchers. However, its effects on learners' programming performance, self-efficacy and learning processes remain inconclusive, while the mechanisms underlying its efficiency-enhancing potential are underexplored. This study…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Science Education, Programming
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Haoming Wang; Chengliang Wang; Zhan Chen; Fa Liu; Chunjia Bao; Xianlong Xu – Education and Information Technologies, 2025
With the rapid development of artificial intelligence technology in the field of education, AI-Agents have shown tremendous potential in collaborative learning. However, traditional Computer-Supported Collaborative Learning (CSCL) methods still have limitations in addressing the unique demands of programming education. This study proposes an…
Descriptors: Artificial Intelligence, Cooperative Learning, Programming, Computer Science Education
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Deepak Dawar – Information Systems Education Journal, 2024
Learning computer programming is typically difficult for newcomers. Demotivation and learned helplessness have received much attention. Besides the subject's intricacy, low in-class participation has been associated with poor student achievement. This paper presents a follow-up, stage 2 study on the novel instructional technique, Student-Driven…
Descriptors: College Students, Computer Science Education, Required Courses, Elective Courses
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Amiel, David; Blitz, Cynthia – International Journal of Computer Science Education in Schools, 2022
With the increasing need for the incorporation of computer science (CS) concepts into elementary and secondary education, it is imperative that the teaching workforce is adequately prepared to ensure that instruction in CS is robust, relevant, and aligned with appropriate learning standards, where appropriate. This paper shares results from a…
Descriptors: Computer Science Education, Elementary School Teachers, Secondary School Teachers, Faculty Development
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Chou, Chih-Yueh; Chang, Chun-Ho – Educational Technology & Society, 2021
Help-seeking is an important self-regulated learning strategy and skill for effective learning. Studies have found that some students have poor help-seeking behaviors and that this leads to poor learning performance. Some researchers have developed help-seeking regulation mechanisms to detect and regulate students' poor help-seeking behaviors.…
Descriptors: Help Seeking, Computer Assisted Instruction, Student Behavior, Technology Uses in Education
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Karaoglan Yilmaz, Fatma Gizem – Technology, Pedagogy and Education, 2022
The purpose of this study is to examine the effect of student satisfaction on students' engagement and motivation in a mobile-based flipped classroom. A total of 222 university students taking the Computing I course designed as a mobile-based flipped classroom were recruited. Data were collected through three self-report instruments: the…
Descriptors: Flipped Classroom, Learner Engagement, Student Motivation, Student Satisfaction
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Çengel, Metin; Yildiz, Ezgi Pelin – Education Quarterly Reviews, 2022
The metaverse, or virtual universe, is a hypothetical iteration of the internet that supports persistent online 3D virtual environments through traditional personal computers as well as virtual and augmented reality devices. The "metaverse", which has been on the agenda in recent days, had a great impact both in Turkey and in the world.…
Descriptors: Teacher Attitudes, Attitude Measures, Computer Simulation, Technology Uses in Education
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Jami Cotler; Eszter Kiss; Dmitry Burshteyn; Megan Hale; Amani Walker; John Slyer – Information Systems Education Journal, 2025
Developing empathy skills is crucial for software developers to create user-centric solutions and design exceptional user experiences addressing the diverse needs of customers. This paper presents the findings of a quasi-experimental study that aimed to enhance empathy among computer science students through the exposure of two interventions…
Descriptors: Computer Software, Empathy, Inclusion, Skill Development
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Yin, Jiaqi; Goh, Tiong-Thye; Yang, Bing; Xiaobin, Yang – Journal of Educational Computing Research, 2021
This study investigated the impact of a chatbot-based micro-learning system on students' learning motivation and performance. A quasi-experiment was conducted with 99 first-year students taking part in a basic computer course on number system conversion. The students were assigned to a traditional learning group or a chatbot-based micro-learning…
Descriptors: Educational Technology, Technology Uses in Education, Student Motivation, Academic Achievement
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Dorotea, Nuno; Piedade, João; Pedro, Ana – Education Sciences, 2021
This paper reports a case study, developed in K-12 Portuguese Education, that aimed to analyze the computer science teachers' knowledge, interest, and self-confidence to use educational robotics and other programable objects in classroom activities to teach computer science concepts and to promote students' computational thinking skills. The…
Descriptors: Foreign Countries, Computer Science Education, Teacher Characteristics, Knowledge Base for Teaching
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Douce, Chris – Open Learning, 2019
This paper describes an Open University eSTEeM project that gathered the experiences of computing and information technology tutors who teach an undergraduate module called "Web Technologies" with the intention of understanding more about how they and their students can be best supported. Twelve distance learning tutors were interviewed…
Descriptors: Undergraduate Study, Educational Technology, Technology Uses in Education, Distance Education
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Li, Ken W. – Journal of Pedagogical Research, 2022
There has been much attention given to the use of technology in education; mostly concentrating on physical artifacts of technology to facilitate teaching delivery but little mentioning technology as a cultural resource to organize the learning environment promoting social interaction among students and between teacher and students. This paper…
Descriptors: Technology Integration, Statistics Education, Teaching Methods, Technology Uses in Education
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Chew, Chiou Sheng; Wu, Wen-Chi Vivian; Idris, Norisma; Loh, Er Fu; Chua, Yan Piaw – Journal of Educational Computing Research, 2020
The purpose of this study was to design and develop a theory-based summary writing online tool, named Summary Writing-Pal (SW-PAL), to assist English as a second language students in improving their summary writing. It also evaluates the effectiveness of SW-PAL in enhancing the students' summary writing performance and examines their perceptions…
Descriptors: Writing Skills, Writing Instruction, English Language Learners, College Students
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