Papers by Amos Oyelere Sunday
This paper aims to provide insights into how ChatGPT enhances computer programming education by s... more This paper aims to provide insights into how ChatGPT enhances computer programming education by synthesizing existing studies using rapid review. We analysed 13 articles published in 2023, where studies focused on different aspects of basic programming education. The results indicate that 21% of these studies demonstrate that ChatGPT served as a tool for code explanation and handling complex topics. However, 36% show that ChatGPT had difficulty answering non-text-based and code-related questions, revealing reliability and accuracy issues with these tools. Another 36% of the studies showed that blindly over-reliance on ChatGPT affected critical thinking, student creativity, and problem-solving skills in programming education. 46% of the studies indicated the need to provide clear guidelines and employ plagiarism-detection tools to instruct students effectively. We suggest that educators should adopt diverse approaches to integrating ChatGPT as an educational tool while highlighting ethical considerations and model limitations.
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Technology, Knowledge and Learning, 2024
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily live... more The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of ideas to solve problems and develop an artifact. However, there is a limited understanding of how co-design pedagogical techniques have been explored to foster CT learning, which could hamper the successful use of co-design as a pragmatic teaching approach. This study examined the ways in which co-design pedagogical techniques have been applied in CT education by implementing a systematic literature review (PRISMA protocol) to document the review analysis. A total of 26 articles that met the inclusion criteria for this study were reviewed. Findings in this study revealed that workshops are the most utilized co-design learning setting and, as expected, the collaborative technique is the co-design pedagogical technique most frequently adopted for implementing CT in K-12 education. NetLogo is the most frequently used co-design tool for teaching and learning CT in K-12 education, and an interdependence exists between NetLogo and the Common Online Data Analysis Platform. Co-design also helps teachers develop the ability to use co-design pedagogical techniques to learn, create content, and integrate CT into their various subjects. This study contributes to practical knowledge by unraveling and advocating the use of dialogical, prompting, framing, and game-based techniques as co-design pedagogical techniques for K-12 teachers and also helps teachers identify useful co-design tools for learning CT.
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ACM, 2023
This paper aims to provide insights into how ChatGPT enhances computer programming education by s... more This paper aims to provide insights into how ChatGPT enhances computer programming education by synthesizing existing studies using rapid review. We analysed 13 articles published in 2023, where studies focused on different aspects of basic programming education. The results indicate that 21% of these studies demonstrate that ChatGPT served as a tool for code explanation and handling complex topics. However, 36% show that ChatGPT had difficulty answering non-text-based and code-related questions, revealing reliability and accuracy issues with these tools. Another 36% of the studies showed that blindly over-reliance on ChatGPT affected critical thinking, student creativity, and problem-solving skills in programming education. 46% of the studies indicated the need to provide clear guidelines and employ plagiarism-detection tools to instruct students effectively. We suggest that educators should adopt diverse approaches to integrating ChatGPT as an educational tool while highlighting ethical considerations and model limitations.
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Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2
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Computers & Education: X Reality
Recently, virtual reality (VR) technology has shown great potential in advancing education with m... more Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.
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Computers & Education: X Reality, 2023
Recently, virtual reality (VR) technology has shown great potential in advancing education with m... more Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.
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2022 IEEE Global Engineering Education Conference (EDUCON)
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Papers by Amos Oyelere Sunday