A significant amount of research has indicated that students’ procrastination tendencies are an important factor influencing the performance of students in online learning. It is, therefore, vital for educators to be aware of the presence of such behavior trends as students with lower procrastination tendencies usually achieve better than those with higher procrastination. In the present study, we propose a novel algorithm—using student’s assignment submission behavior—to predict the performance of students with learning difficulties through procrastination behavior (called PPP). Unlike many existing works, PPP not only considers late or non-submissions, but also investigates students’ behavioral patterns before the due date of assignments. PPP firstly builds feature vectors representing the submission behavior of students for each assignment, then applies a clustering method to the feature vectors for labelling students as a procrastinator, procrastination candidate, or non-procrastinator, and finally employs and compares several classification methods to best classify students. To evaluate the effectiveness of PPP, we use a course including 242 students from the University of Tartu in Estonia. The results reveal that PPP could successfully predict students’ performance through their procrastination behaviors with an accuracy of 96%. Linear support vector machine appears to be the best classifier among others in terms of continuous features, and neural network in categorical features, where categorical features tend to perform slightly better than continuous. Finally, we found that the predictive power of all classification methods is lowered by an increment in class numbers formed by clustering.
Educational games have been increasingly used to improve students’ computational thinking. However, most existing games have focused on the theoretical knowledge of computational thinking, ignoring the development of computational thinking skills. Moreover, there is a lack of integration of adaptivity into educational computer games for computational thinking, which is crucial to addressing individual needs in developing computational thinking skills. In this study, we present an adaptive educational computer game, called AutoThinking, for developing students’ computational thinking skills in addition to their conceptual knowledge. To evaluate the effects of the game, we conducted an experimental study with 79 elementary school students in Estonia, where the experimental group learned with AutoThinking, while the control group used a traditional technology-enhanced learning approach. Our findings show that learning with the adaptive educational computer game significantly improved students’ computational thinking related to both conceptual knowledge and skills. Moreover, students using the adaptive educational computer game showed a significantly higher level of interest, satisfaction, flow state, and technology acceptance in learning computational thinking. Implications of the findings are also discussed.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.