Leveraging the SoloLearn application for enhanced python programming skills

(1) Politeknik Muadzam Shah 

(2) Politeknik Muadzam Shah 

(3) Politeknik Muadzam Shah 


Copyright (c) 2025 Mastura Ramli
DOI : https://doi.org/10.29210/8815501
Full Text:

Abstract
Keywords
References
Ararao, J. (2023). How can I activate my Sololearn account? SoloLearn. Retrieved from https://careerkarma.com/wiki/SoloLearn-getting-started/
Cárdenas-Cobo, J.; Puris, A.; Novoa-Hernández, P.; Parra-Jiménez, Á.; Moreno-León, J.; Benavides, D. (2021). Using scratch to improve learning programming in college students: A positive experience from a non-weird country. Electronics, 10, 1180.
Deng, W.; Pi, Z.; Lei, W.; Zhou, Q.; Zhang, W. (2020). Pencil Code improves learners¬ computational thinking and computer learning attitude. Comput. Appl. Eng. Educ. 28, 90–104.
Sekaran, U. (2000). Research methods for business: A skillbuilding approach (3rd ed.). USA: John Wiley & Sons Inc.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall, Inc.
Means, B., Toyama, Y., Murphy, R., Bakia, M., & Jones, K. (2013). The effectiveness of online and blended learning: A meta-analysis of the empirical literature. Teachers College Record.
Moreno, R., & Mayer, R. E. (2017). Interactive multimodal learning environments. Educational Psychology Review, 19(3), 309-326.
Kim, Y.; Kim, J.; Lee, W. (2013) Effect of Block-Based Python Programming Environment on Programming Learning. Appl. Sci. 13, 10898. https://doi.org/10.3390/app131910898
Seraj, M.; Katterfeldt, E.S.; Bub, K.; Autexier, S.; Drechsler, R. Scratch and Google Blockly. (2019). How girls¬ programming skills and attitudes are influenced. In Proceedings of the 19th Koli Calling International Conference on Computing Education Research, Koli, Finland, pp. 1–10.
Tavares, P.C.; Henriques, P.R.; Gomes, E.F. (2017). A Computer Platform to Increase Motivation in Programming Students-PEP. CSEDU 1, 284–291.
Yong, S.T.; Tiong, K.M. (2022). A Blended Learning Approach: Motivation and Difficulties in Learning Programming. Int. J. Inf. Commun. Technol. Educ., 18, 1–16.
Wing, J.M. (2006). Computational thinking. Commun. ACM, 49, 33–35.
McCall, D.; Kölling, M. (2019). A new look at novice programmer errors. ACM Trans. Comput. Educ, 19, 38.
Xinogalos, S.; Satratzemi, M.; Malliarakis, C. (2017). Microworlds, games, animations, mobile apps, puzzle editors and more: What is important for an introductory programming environment? Educ. Inf. Technol., 22, 145–176.
Article Metrics


Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Mastura Ramli

This work is licensed under a Creative Commons Attribution 4.0 International License.