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Li Feng; Xiaoqing Shen; Zhaoyuan Xie; Xiaohui Yan – Education and Information Technologies, 2025
Gamification mechanisms have been increasingly integrated into educational environments to enhance learner's engagement and improve the effectiveness of online courses. However, the precise effects of gamification on learner's engagement, including the factors that influence this behavior, remain under-explored. This study addresses this gap by…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
Meina Zhu; Min Young Doo; Sara Masoud; Yaoxian Huang – Education and Information Technologies, 2025
This study examines the influences of learners' motivation, self-monitoring, and self-management on learning satisfaction in online learning environments. The participants were 185 undergraduates and 99 graduate students majoring in computer science and engineering. The participants' motivation, self-monitoring, self-management, and learning…
Descriptors: Student Satisfaction, Differences, Undergraduate Students, Graduate Students
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
Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
Regina Célia Coelho; Matheus F. P. Marques; Tiago de Oliveira – Informatics in Education, 2023
Learning programming logic remains an obstacle for students from different academic fields. Considered one of the essential disciplines in the field of Science and Technology, it is vital to investigate the new tools or techniques used in the teaching and learning of Programming Language. This work presents a systematic literature review (SLR) on…
Descriptors: Electronic Learning, Programming, Computer Science Education, Logical Thinking
Hawlitschek, Anja; Dietrich, André; Zug, Sebastian – Computer Science Education, 2023
Background and Context: During online learning, it is essential to provide instructional guidance to support learning. However, guidance can be given in different forms and quantities. Thus, one important challenge is to provide the right amount and type of instructional guidance. Objective: The aim of the study is to investigate types of guidance…
Descriptors: Computer Science Education, Electronic Learning, Distance Education, Teaching Methods
Yong, Su Ting; Gates, Peter – International Journal of Virtual and Personal Learning Environments, 2022
A study was conducted to explore student self-efficacy, motivation, and performance in learning programming online. A questionnaire was administered to 132 students in a Foundation in Engineering programme using the Computer Programming Self-Efficacy Scale and Intrinsic Motivation Inventory. Then, exam performance and Moodle logs were used to…
Descriptors: Emergency Programs, Distance Education, Electronic Learning, Programming
Margaret Ellis; Brett D. Jones; Fei Gu; Hande Fenerci – International Journal for the Scholarship of Teaching and Learning, 2024
We present a case study that demonstrates how instructors can intentionally design a positive motivational climate in online and hybrid courses. We also examine the extent to which students' perceptions of the motivational climate predict their effort and achievement across three different modalities (face-to-face [FTF], online, and hybrid) of the…
Descriptors: Student Motivation, Classroom Environment, Academic Achievement, Electronic Learning
Ofosu-Ampong, Kingsley; Boateng, Richard; Kolog, Emmanuel A.; Anning-Dorson, Thomas – Journal of Information Systems Education, 2021
With a high attrition rate among students in online learning, educators and researchers have introduced gamified social media learning platforms which allow students to share their experiences, co-create knowledge, and collaboratively learn about computing principles. However, only a few studies have examined learners' motivations, antecedents,…
Descriptors: Student Motivation, Game Based Learning, Social Media, Psychological Needs
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
Mudrák, Marián; Turcáni, Milan; Reichel, Jaroslav – Journal on Efficiency and Responsibility in Education and Science, 2020
At current e-learning platforms, is often seen non-efficient usage of their possibilities when creating educational content. This article deals with the possibilities of using adaptive tools that are offered by learning management system (LMS) Moodle when creating a personalised e-course. The methodology created by the authors of the article for…
Descriptors: Individualized Instruction, Computer Science Education, Electronic Learning, Online Courses
Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices
de Oliveira Costa Machado, Marcelo; Barrére, Eduardo; Souza, Jairo – International Journal of Distance Education Technologies, 2019
Adaptive curriculum sequencing (ACS) is still a challenge in the adaptive learning field. ACS is a NP-hard problem especially considering the several constraints of the student and the learning material when selecting a sequence from repositories where several sequences could be chosen. Therefore, this has stimulated several researchers to use…
Descriptors: Sequential Approach, Intelligent Tutoring Systems, Mathematics, Problem Solving
Kreth, Quintin; Spirou, Mary Eve; Budenstein, Sarabeth; Melkers, Julia – Computer Science Education, 2019
Background & Context: As graduate programs in computing expand to online environments, existing research is limited in its ability to inform both practical and theoretical understandings of the factors influencing student success. Objective: We explore student perceptions of their learning environment at the understudied intersection of online…
Descriptors: Prior Learning, Self Efficacy, Graduate Students, Electronic Learning

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