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Showing 316 to 330 of 2,632 results Save | Export
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Boxuan Ma; Li Chen; Shin’ichi Konomi – International Association for Development of the Information Society, 2024
Generative artificial intelligence (AI) tools like ChatGPT are becoming increasingly common in educational settings, especially in programming education. However, the impact of these tools on the learning process, student performance, and best practices for their integration remains underexplored. This study examines student experiences and…
Descriptors: Artificial Intelligence, Computer Science Education, Programming, Computer Uses in Education
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Na Li; Erick Purwanto; Xiaojun Zhang; Feng Cao; Kok Hoe Wong; Xiangru Chen – Interactive Learning Environments, 2024
To address the problem of poor efficacy in hybrid learning in higher education, this study conducted a mix-method explanatory case study with structural equation modelling to examine a new construct, "perceived pedagogical value" (PPV), and its relationship with the core constructs of the Unified Theory of Acceptance and Use of…
Descriptors: Educational Benefits, Interaction, Blended Learning, College Students
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Tarhan, Gülseren; Öztürk, Gülcan – International Journal of Contemporary Educational Research, 2022
This study aims to determine the impact of flipped learning and gamification methods on student achievement in the subject of ethics and security, which is a topic of the fifth grade information technology and software course, compared to the traditional method. Also, it aims to decide the students' opinion of about the flipped learning and…
Descriptors: Flipped Classroom, Game Based Learning, Computer Science Education, Academic Achievement
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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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Dixon, John; Gordon, Neil – New Directions in the Teaching of Physical Sciences, 2022
The financial cost to individuals of higher education is now regularly exceeding £50k before maintenance in the UK; consequently, students are more concerned than ever that their degree should offer value for money when they enter the jobs marketplace. Overshadowed by long-term debt, lack of career options and job offerings with low salary,…
Descriptors: Foreign Countries, Graduate Students, Masters Programs, Employment Potential
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Lakshminarayanan, Srinivasan; Rao, N. J. – Higher Education for the Future, 2022
There are many grey areas in the interpretation of academic integrity in the course on Introduction to Programming, commonly known as CS1. Copying, for example, is a method of learning, a method of cheating and a reuse method in professional practice. Many institutions in India publish the code in the lab course manual. The students are expected…
Descriptors: Integrity, Cheating, Duplication, Introductory Courses
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Lin, Chin-Tsai; Chang, Shih-Jui; Chen, Yung-Hui – Journal of Educational Computing Research, 2022
With the progress and innovation of digital technology, people's knowledge acquisition, information exchange, and communication modes have changed significantly. The universality of emerging technology media enables instructional designers to use digital media to provide different teaching materials and teaching methods to meet the needs of…
Descriptors: Introductory Courses, Computer Science Education, Computer Uses in Education, Educational Technology
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Mohamed, Abdallah – Education and Information Technologies, 2022
With the increased reliance on technology, computer programming has emerged as an essential skill that is interesting to many audiences beyond merely computer scientists. As a result, many students from various disciplines take first-year computer science courses. This led to classrooms with a lot of diversity in student motivation, backgrounds,…
Descriptors: Heterogeneous Grouping, Ability, Computer Science Education, Introductory Courses
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Pérez-Marín, Diana; Hijón-Neira, Raquel; Pizarro, Celeste – International Journal of Early Years Education, 2022
Significant interest in teaching children to code since Preschool Education has arisen in recent years. This paper focuses on the benefits of preschoolers learning to code at such short age. The research questions are whether by coding they can improve skills such as sequencing and plotting a route? Which factors influence the learning? And, to…
Descriptors: Programming, Early Childhood Education, Preschool Children, Thinking Skills
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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
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Al-Malki, Laila; Meccawy, Maram – Computers in the Schools, 2022
In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female…
Descriptors: Academic Achievement, Student Motivation, Computer Science Education, Programming
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Kutay, Emine; Oner, Diler – ACM Transactions on Computing Education, 2022
The purpose of this study is to examine the role of Minecraft-based coding activities on computational thinking (CT) of middle school students. In the study, CT was conceptualized so that it encapsulates not only the knowledge of computational concepts (e.g., loops and conditionals) but also the use of CT practices (e.g., testing and debugging).…
Descriptors: Programming, Video Games, Middle School Students, Computation
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Zhang, Jingjing; Yang, Yehong; Barbera, Elena; Lu, Yu – International Review of Research in Open and Distributed Learning, 2022
In massive open online courses (MOOCs), recommendation relationships present a collection of associations that imply a new form of integration, such as an interdisciplinary synergy among diverse disciplines. This study took a computer science approach, using the susceptible-infected (SI) model to simulate the process of learners accessing courses…
Descriptors: Network Analysis, Interdisciplinary Approach, MOOCs, Electronic Learning
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Paschoal, Leo Natan; Melo, Silvana Morita; Neves, Vânia de Oliveira; Conte, Tayana Uchôa; Souza, Simone do Rocio Senger de – Informatics in Education, 2023
Nowadays, few professionals understand the techniques and testing criteria to systematize the software testing activity in the software industry. Towards shedding some light on such problems and promoting software testing, professors in the area have established Massive Open Online Courses as educational initiatives. However, the main limitation…
Descriptors: Computer Science Education, Computer Software, College Faculty, MOOCs
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Olelewe, Chijioke Jonathan; Dong, Chunli; Abdullahim, Mohammed; Nwangwu, Chinweike Emmanuel – Technology, Pedagogy and Education, 2023
This study determined the efficacy of the video-clip lecture strategy in enhancing computer science (CS) students' performance in a computer networking course at universities in Gombe state, Nigeria. The study adopted a quasi-experimental design with non-equivalent groups of intact classes. Study participants were 136 CS third-year students made…
Descriptors: Foreign Countries, Instructional Effectiveness, Video Technology, Lecture Method
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