Abstract

This research was conducted in order to measure students' attitudes towards computer and software course while giving coding education to students, to determine students' self-efficacy perceptions towards computer and software course, to measure students' attitudes towards coding education supported by educational games, and to measure students' academic success. and observing differences in educational outcomes resulting from these measures performed. Quantitative research methods were used in this study, which examines the effects of coding education designed with different visual programs on the academic achievement, attitudes and self-efficacy of secondary school students. The applications were made for 10 weeks in accordance with the lesson plan period in the curriculum. The data obtained as a result of the training, which lasted for 10 weeks in total. According to the findings obtained at the end of the research, it was seen that the application of the Scratch program in coding education made a significant difference on the programming skills of the students and contributed to the coding education. It can be said that academic achievement has a "large" effect size on self-efficacy perceptions in computer-assisted education, attitudes towards computer-assisted education and educational computer-assisted coding education.

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