1,777 research outputs found

    Modeling Elementary Students\u27 Computer Science Outcomes With In-School and Out-of-School Factors

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    This two-paper dissertation explores factors influencing the attitudes of Grade 5 students who are learning computer science (CS) in schools. It statistically examines the effects of out and in-school factors on students’ attitudes toward computing. The first paper of this dissertation examines the influence of parental support as perceived by the students on their interest and their self-assessed ability to engage in computer programming, thus underscoring the crucial role of parental support on learners’ attitudes. It also investigates how involving families in CS activities by sending a CS-themed board game influences students’ interest. The study finds that perceptions of parental support positively influence students’ interest and their self-assessed ability to engage in computer programming. It also finds that sending CS artifacts home can significantly mediate the influence of parental support on students’ interest in programming. The second paper focuses on developing reliable measurements of students’ perceptions of mathematics and CS-integrated instructional activities. These measures are called exit tickets and are used to collect immediate student responses relating to their experiences after instructional activities. Building on prior research, this paper statistically examines whether students’ exit ticket responses predict self-assessed ability, interest, and identification with CS. Results show that perceived enjoyment reported on exit tickets significantly predicts self-assessed ability, interest, and identification with CS. Perceived ease also significantly predicts self-assessed ability. The remaining correlations between exit ticket measures and post-survey measures are not significant. The findings suggest that student exit tickets are effective tools to gauge engagement and correlate with student attitudes toward computing. Specifically, students who report finding the lesson enjoyable and easy are more likely to express a positive attitude toward programming. This suggests that brief exit ticket surveys could serve as effective indicators of student engagement, potentially replacing longer surveys. Identifying the factors that shape students’ attitudes toward CS provides valuable insights into the design of instructional methods, curricula, and family engagement strategies. Such initiatives can foster a positive attitude among young learners towards CS, significantly contributing to shaping their beliefs and challenging stereotypes associated with computing

    Exploring How Individual Traits Influence Enjoyment in a Mobile Learning Game

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    This study investigated individual traits as predictors of game enjoyment by including learning style, intrinsic motivation, collaboration skills, and computer game attitude as key parts of a model that also included achievement. Results of correlation and regression analyses revealed that intrinsic motivation was the only variable to predict game enjoyment. This supports the conceptualization of enjoyment as need satisfaction of intrinsic needs. Enjoyment was also found to be positively correlated with achievement. Other significant relations emerged, particularly how a player’s attitude toward games predicted intrinsic motivation. The present study examined children’s enjoyment experiences in the mobile version of the Minecraft game. It also highlights the complexity of game enjoyment as it relates to mobile learning games

    Antecedents of Blackboard Adoption by Lecturers at a South African Higher Education Institution – Extending GETAMEL

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    Learning Management Systems (LMS) have become central to the teaching and learning in Higher Education Institutions (HEI). The aim of this paper was to test the constructs of the General Extended Technology Acceptance Model for e-Learning (GETAMEL) and some selected constructs from the other Technology Acceptance Models (TAM) on adoption and use of Black-board LMS by lecturers at a selected university in South Africa. A cross sec-tional electronic survey was carried out to obtain data from 101 lecturers, who were conveniently sampled to express their perceptions on BLMS. Structural equation modelling, utilising SmartPLS3, was used to analyse the collected data. The results confirmed that behavioural intention (BI) influ-enced actual use whilst BI in turn was influenced by perceived usefulness (PU) and subjective norm (SN). Attitude was influenced by PU but had no significant effect on BI. The external factors that influenced perceived ease of use (PEOU) included perceived enjoyment (ENJOY), system self-efficacy (SE), and system anxiety (ANX) whilst PU was influenced by job relevance (JR) and PEOU. University management at the HEI under study should con-sider the determinants of SE, ENJOY and ANX if they need effective utilisation of Blackboard by the lecturers. The study findings imply that a LMS that is adopted and used is one that is considered useful, otherwise users will be reluctant to use it. The findings can assist HEIs in preparing their lecturers before implementation of any e-learning systems, such as training and technical support, thus, enhancing LMS adoption and utilisation. This study contributes to the body of knowledge on antecedents of LMS adoption and use. In addition, it establishes the applicability of GETAMEL in a South African university context

    Prihvaćanje i korištenje Scratcha među početnicima u programiranju

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    Computer programming develops problem-solving and logical reasoning skills, therefore its integration into all levels of education is essential. However, learning programming is not easy and poses a challenge to both students and teachers. Because of its simplicity, Scratch is used as an introduction to programming, and the computer skills that students develop in Scratch can later be applied in other textual based programming languages. In this research, the relationship between four variables of the TAM model - perceived usefulness, perceived ease of use, attitude towards use and intentions to use Scratch - were investigated to reveal the attitude towards and intention to use Scratch among beginners in programming. According to the quantitative results, it can be clearly said that all students loved programming and wanted to improve their programming. The findings showed, that students find Scratch easy to use and useful, but still not “serious” enough to prepare them for “real programming” in text based programming languages.Računalno programiranje razvija vještine rješavanja problema i logičkog zaključivanja te je njegova integracija u sve obrazovne razine nužna. Međutim, učenje programiranja nije jednostavno i predstavlja izazov i za učenike i za nastavnike. Zbog svoje jednostavnosti Scratch se koristi kao uvod u programiranje, a računalne vještine koje učenici razviju u Scratchu mogu se kasnije primijeniti u drugim programskim jezicima. U ovom radu istraživala se povezanost četiriju varijabli modela TAM, percipirane korisnosti, percipirane lakoće korištenja, stava prema korištenju i namjere korištenja programskog jezika Scratch kako bi se otkrio stav i namjera stvarnog korištenja Scratcha među početnicima u programiranju. Prema kvantitativnim rezultatima može se jasno reći da su svi učenici voljeli programiranje i željeli su ga poboljšati. Rezultati su, između ostalog, pokazali i kako učenici smatraju Scratch korisnim i jednostavnim za korištenje, ali ipak nedovoljno ozbiljnim za učenje drugih tekstualnih programskih jezika

    The other art of computer programming: A visual alternative to communicate computational thinking

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    The thesis will explore the implications of teaching computer science through visual communication. This study aims to define a framework for using pictures within learning computer science. Visual communication materials for teaching computer science were created and tested with Year 8 students. Along with a recent commercial and political focus on the introduction of coding to adolescents, it appears that the computer industry has a large shortfall of programmers. Accompanying this shortfall is a rise among adolescents in the preference for visual communication (Brumberger, 2011; Coats, 2006; Oblinger et al., 2005; Prensky, 2001; Tapscott, 1998) while textual communication currently dominates the teaching materials in the computing discipline. This study looks at the learning process and utilises the ideas of Gibson, Dewey and Piaget to consider the role of visual design in teaching programming. According to Piagetian theory Year 8 is the time a child begins to understand abstract thought. This research investigated through co-creation and prototyping how to creatively support cognition within the learning process. Visual communication theories, comprising the fields of graphic and information design, were employed to communicate computer science to approximately 60 junior high school students across eight schools. Literature in a range of visual communication fields is reviewed along with the psychology of perception and cognition to help create a prototype lesson plan for the target audience of Year 8 students. The history of computer science is reviewed to illustrate the mental imagery within the discipline and also to explore computational thinking concepts. These concepts are . . . the metaphors and structures that underlie all areas of science and engineering (Guzdial, 2008). The participants’ attitudes increased toward learning programming through visual communication. Quantitative questionnaires were used to gather data on cognition and measure the effectiveness of the learning process. Thirteen hypotheses were established concerning learning programming through pictures from the quantitative data. Focus groups further triangulated data gathered in the quantitative stage. Approximately seventy percent of the participants understood seventy percent of the information within the instrumentation. Models of intent to learn programming through pictures were established using structural equation modelling (SEM). Outcomes of the exegesis are a framework for using pictures that demonstrates computational thinking and explains the research

    The Effects of the COVID-19 Pandemic on the Digital Competence of Educators

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    The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aimed to reduce the spread of the Covid-19 disease. This disruption has supposed an unprecedented acceleration to the digitalization of teaching and learning. Teaching professionals have been forced to develop their digital competence in a short amount of time, getting mastery in the management of information, the creation of audiovisual contents, and the use of technology to keep their students connected. This Special Issue presents contributions regarding the adoption of distance learning strategies, experiences, or lessons learned in this domain

    Understanding hotel visitors’ motives to use hotel gamified applications

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    While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification
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