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Chávez, Jorge; Montaño, Rosa; Barrera, Rosa; Sánchez, Jaime; Faure, Jaime – Higher Learning Research Communications, 2021
Objectives: The COVID-19 pandemic has forced educational institutions to adopt online tools to remotely teach and efficiently use virtual learning situations during the emergency. However, although these environments may serve to improve teaching processes, several issues must be considered to ensure quality student learning. The purpose of our…
Descriptors: Educational Quality, Online Courses, Computer Science Education, Integrated Learning Systems
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Dogan, Alev; Uluay, Gülsah – International Journal of Curriculum and Instruction, 2021
In the digital world, where robotics implementations are taking a place in educational processes with increasing acceleration, it is important that pre-service teachers gain competences in this field that addresses the needs of the future. From this point of view, the aim of this study is to design an activity process in which pre-service science…
Descriptors: Preservice Teachers, Science Teachers, Preservice Teacher Education, Teacher Competencies
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Carbonaro, Antonella – Interactive Learning Environments, 2019
There have been many successful examples of new methodological approaches developed to help students in computer programming courses. Of these approaches, the peer assessment mechanism could be useful in providing students with opportunities to learn from one another, improve their learning experience and reach efficient learning outcomes. The…
Descriptors: Best Practices, Learner Engagement, Outcomes of Education, Conventional Instruction
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Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
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McCord, Rachel; Jeldes, Isaac – Computer Science Education, 2019
Background and Context: Flipped classrooms are becoming more widely adopted across engineering higher education contexts. In degree programs where enrollment is increasing and undergraduate curricula are packed with content, pedagogies that allow more time for actively participate in classroom activities are being highly sought after to aid in…
Descriptors: Computer Software, Computer Science Education, Blended Learning, Intervention
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Kong, Siu-Cheung; Wang, Yi-Qing – Computer Science Education, 2019
Background and Context: Positive youth programming development (PYPD) was conceptualized to measure various positive qualities of students in programming education. Objective: This study aimed to develop a valid PYPD instrument in the pilot before exploring students' positive qualities in two follow-up studies. Method: A multi-study design was…
Descriptors: Computer Science Education, Programming, College Students, Test Validity
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Brita-Paja, J. L.; Gregorio, C.; Llana, L.; Pareja, C.; Riesco, A. – Interactive Learning Environments, 2019
During the last years online education, in particular Massive Open Online Courses (MOOCs), has contributed to spread and popularize educational methodologies such as peer-review, automatic assessment, self-paced courses, self-evaluation, etc. Although these techniques can benefit face-to-face courses, most of them are not yet widely used in these…
Descriptors: Online Courses, Synchronous Communication, Undergraduate Study, Peer Evaluation
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Tsai, Meng-Jung; Wang, Ching-Yeh; Hsu, Po-Fen – Journal of Educational Computing Research, 2019
Computer programming has been gradually emphasized in recent computer literacy education and regarded as a requirement for all middle school students in some countries. To understand young students' perceptions about their own learning in computer programming, this study aimed to develop an instrument, Computer Programming Self-Efficacy Scale…
Descriptors: Programming, Computer Literacy, Middle School Students, Student Attitudes
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Velázquez-Iturbide, J. Ángel; Castellanos, M. Eugenia; Hijón-Neira, Raquel – IEEE Transactions on Education, 2016
Recursion is one of the most difficult programming topics for students. In this paper, an instructional method is proposed to enhance students' understanding of recursion tracing. The proposal is based on the use of rules to translate linear recursion algorithms into equivalent, iterative ones. The paper has two main contributions: the…
Descriptors: Computer Science Education, Programming, Teaching Methods, Mathematics
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Lukose, Jose; Mammen, Kuttickattu John – Asia-Pacific Forum on Science Learning and Teaching, 2018
Research reports using global data show that the failure rates in introductory programming courses average about 32%. As learners from schools join the university and enrol for different courses, they find the sudden transformation quite challenging. This makes it more challenging for first year university students, especially in difficult courses…
Descriptors: Academic Achievement, Introductory Courses, Programming, Computer Science Education
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Sharp, Jason H.; Lang, Guido – Journal of Information Systems Education, 2018
Agile software development methods are widespread in industry, and there is a wealth of academic research and practitioner publications currently available from this perspective. With the rise of Agile within companies worldwide, it is increasingly important for information systems education to keep up with this trend to ensure curriculum and…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Information Systems
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Waguespack, Leslie J.; Babb, Jeffry S.; Yates, David J. – Information Systems Education Journal, 2018
Coding bootcamps number in the hundreds world-wide despite repeated predictions of their demise over the past few years. Fueled by a resurgent economy and a persistent shortage of app developers and computer systems engineers, bootcamps tout a fast-track to a six-figure salary for as little as one-eighth the tuition dollars or time investment of a…
Descriptors: Coding, Computer Science Education, Information Systems, Acceleration (Education)
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Yildiz Durak, Hatice – Journal of Computer Assisted Learning, 2018
The aim of this study is to investigate the effect of students' flipped learning readiness (FLR) on engagement, programming self-efficacy, attitude towards programming, and interaction intensity in the information and technology classrooms where programming is taught with the flipped classroom (FC) model. The study group of this research, which is…
Descriptors: Teaching Methods, Middle School Students, Blended Learning, Self Efficacy
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Lagus, Jarkko; Longi, Krista; Klami, Arto; Hellas, Arto – ACM Transactions on Computing Education, 2018
The computing education research literature contains a wide variety of methods that can be used to identify students who are either at risk of failing their studies or who could benefit from additional challenges. Many of these are based on machine-learning models that learn to make predictions based on previously observed data. However, in…
Descriptors: Computer Science Education, Transfer of Training, Programming, Educational Objectives
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Amasha, Mohamed A.; Abougalala, Rania A.; Reeves, Ahmad J.; Alkhalaf, Salem – Education and Information Technologies, 2018
The main purpose of this study is to investigate the effects of integration of online learning and assessment in synchronization form (OLASF) on students' learning performance. The study seeks to evaluate how the synchronization content with immediate assessment can affect the knowledge performance of the students. An experimental design with…
Descriptors: Online Courses, Computer Assisted Testing, Course Content, Academic Achievement
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