Problem solving skills are considered an important component in learning to program in an introductory programming (IP) course for novices. This study introduced a PROSOLVE game to enhance problem solving skills of novice programmers in the introductory programming course. The game is based on pseudo-code technique. A survey was employed to collect students' feedback and semi-structured interviews were organized to collect instructors' opinion about the game. The results show that the game helped most of the students in understanding the programming concepts, structures and problem solving strategies. Moreover, the game supports students' cognitive engagement, gains, and affective engagement in the IP course. Instructors appreciated the game and considered it as an additional supporting teaching tool in the IP course. Moreover, they considered the game as good alternative of traditional pen and paper learning approach in attracting students' interest in the programming domain.
This comprehensive study to review the technology impact during the COVID-19 pandemic that elucidates the overarching of technology usage to technology enhanced learning which assisted to enhance the behavior intention to use technologies among undergraduates. Recently, higher education institutions suffer from the impact of using emerging technologies with electronic learning during COVID-19 pandemic for improving student academic performance in higher educational institution. The main purpose in this study is to determine the impact of technology enhanced learning that allow the students to emerge technologies and software's to develop their skill and improve their academic performance. The method should influence critical instructions in the way of online learning through the COVID-19 pandemic. The results revealed that the unique features of TEL spur and encourage the behavior intention to use e-learning. Additionally, social learning, perceived deterrents, and internal controls contribute to behaviors.
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