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Johnson, Donald M.; Pate, Michael L.; Estepp, Christopher M.; Wardlow, George W. – Journal of Research in Technical Careers, 2023
A replication study was conducted to determine the effectiveness of an instructional treatment based on self-efficacy theory when used with novice Arduino microcontroller users. Students (n = 32) in an introductory university agricultural systems technology course participated in a lesson on Arduino microcontrollers, circuit breadboarding, and…
Descriptors: Self Efficacy, Computer Science Education, Instructional Effectiveness, Novices
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Pan, Zexuan; Cui, Ying; Leighton, Jacqueline P.; Cutumisu, Maria – Applied Cognitive Psychology, 2023
This systematic review examines 35 empirical studies featuring the use of think-aloud interviews in computational thinking (CT) research. Findings show that think-aloud interviews (1) are typically conducted in Computer Science classrooms and with K-12 students; (2) are usually combined with other exploratory CT assessment tools; (3) have the…
Descriptors: Computation, Thinking Skills, Protocol Analysis, Literature Reviews
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Araos, Andrés; Damsa, Crina; Gaševic, Dragan – Journal of Computer Assisted Learning, 2023
Background: The surge of online platforms has generated interest in how specialized platforms support formal and informal learning in various disciplinary domains. Knowledge is still limited regarding how undergraduate students navigate and use platforms to learn. Objectives: This study explores computer and software engineering students' learning…
Descriptors: Computer Science Education, Computer Software, Learning Activities, Undergraduate Students
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Xu, Weiqi; Wu, Yajuan; Ouyang, Fan – International Journal of Educational Technology in Higher Education, 2023
Pair programming (PP), as a mode of collaborative problem solving (CPS) in computer programming education, asks two students work in a pair to co-construct knowledge and solve problems. Considering the complex multimodality of pair programming caused by students' discourses, behaviors, and socio-emotions, it is of critical importance to examine…
Descriptors: Cooperative Learning, Problem Solving, Computer Science Education, Programming
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Vasconcelos, André; Monsores, Jomar; Almeida, Tania; Quadros, Laura; Ogasawara, Eduardo; Quadros, João – Education and Information Technologies, 2023
The use of information technology in the academic environment has grown. Building different didactic techniques to help students learn and practice with Information Technology (IT) resources is common. However, applying these techniques does not necessarily mean that students may acquire knowledge. The differential idea of this work is to create…
Descriptors: Foreign Countries, Elementary Education, Elementary School Students, Computer Science Education
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Hladik, Stephanie; Sengupta, Pratim; Shanahan, Marie-Claire – Cognition and Instruction, 2023
In this paper, we emphasize the importance of looking beyond technology itself and including interactional and experiential elements in our research gaze in informal computing education in science museums. We argue that, in these contexts, facilitation can be understood as "design work" that is both complex and challenging. We identify…
Descriptors: Museums, Facilitators (Individuals), Science Teaching Centers, Informal Education
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Garcia, Manuel B. – Journal of Educational Computing Research, 2023
Computer programming is a difficult course for many students. Prior works advocated for group learning pedagogies in pursuit of higher-level reasoning and conceptual understanding. However, the methodological gaps in existing implementations warrant further research. This study conducted a three-armed cluster-randomized controlled trial to…
Descriptors: Computer Science Education, Programming, Cooperative Learning, Apprenticeships
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Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
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Divasón, Jose; Martinez-de-Pison, Francisco Javier; Romero, Ana; Saenz-de-Cabezon, Eduardo – IEEE Transactions on Learning Technologies, 2023
The evaluation of student projects is a difficult task, especially when they involve both a technical and a creative component. We propose an artificial intelligence (AI)-based methodology to help in the evaluation of complex projects in engineering and computer science courses. This methodology is intended to evaluate the assessment process…
Descriptors: Student Projects, Student Evaluation, Artificial Intelligence, Models
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Sendag, Serkan; Yakin, Ilker; Gedik, Nuray – Education and Information Technologies, 2023
Teaching programming skills has attracted a great deal of attention for more than a decade. One potential reason behind this is that the explicit teaching of computer programming can improve higher-order thinking skills, such as creativity. Moreover, whether or not creative programming learning activities, such as the use of…
Descriptors: Preservice Teachers, Information Technology, Programming, Computer Science Education
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Balon, Tyler; Baggili, Ibrahim – Education and Information Technologies, 2023
Over the last decade, industry and academia have worked towards raising students' interests in cybersecurity through game-like competitions to fill a shortfall of cybersecurity professionals. Rising interest in video games in combination with gamification techniques make learning fun, easy, and addictive. It is crucial that cybersecurity curricula…
Descriptors: Competition, Computer Security, Information Security, Computer Science Education
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Rahm, Lina – Learning, Media and Technology, 2023
The relationship between technical development and education is a reciprocal one, where education always stands in relation to those skills, competencies, and techniques that are anticipated as necessary in a technological future. At the same time, skills and competencies are also necessary to drive innovation and technical development for the…
Descriptors: Automation, Artificial Intelligence, Educational History, Genealogy
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Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
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Qin, Chao; Liu, Yanjia; Zhang, Hemei – Journal of Computer Assisted Learning, 2023
Background: Being easy to learn and fun, block-based programming tools are widely used to teach students introductory programming. Scratch and LEGO robots are two popular block-based programming tools. However, the objects they manipulate are completely different. Scratch manipulates graphical virtual sprites, whereas LEGO robots manipulate…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Robotics
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Saglam, Rahime Belen; Miller, Vincent; Franqueira, Virginia N. L. – IEEE Transactions on Education, 2023
Contribution: This article presents a systematic literature review of research concerning cyber security education for children (under 18s) on a global scale. Background: While the Internet brings great convenience to children, it can potentially cause harms due to lack of knowledge about online risks. Research Questions: 1. What cyber security…
Descriptors: Computer Science Education, Computer Security, Children, Internet
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