Comprehension strategies in programming
Empirical studies of programmers: second workshop
Mental models and computer programming
International Journal of Human-Computer Studies
Contributing to success in an introductory computer science course: a study of twelve factors
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
The effect of student attributes on success in programming
Proceedings of the 6th annual conference on Innovation and technology in computer science education
Teaching the Nintendo generation to program
Communications of the ACM - Supporting community and building social capital
Learning styles and performance in the introductory programming sequence
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Factors affecting the success of non-majors in learning to program
Proceedings of the first international workshop on Computing education research
Antecedents to End Users' Success in Learning to Program in an Introductory Programming Course
VLHCC '07 Proceedings of the IEEE Symposium on Visual Languages and Human-Centric Computing
Performance and progression of first year ICT students
ACE '08 Proceedings of the tenth conference on Australasian computing education - Volume 78
The "instructed-teacher": a computer science online learning pedagogical pattern
Proceedings of the 13th annual conference on Innovation and technology in computer science education
Game-themed instructional modules: a video case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
An exploration of internal factors influencing student learning of programming
ACE '09 Proceedings of the Eleventh Australasian Conference on Computing Education - Volume 95
Reviewing CS1 exam question content
Proceedings of the 42nd ACM technical symposium on Computer science education
Modelling programming performance: Beyond the influence of learner characteristics
Computers & Education
The impact of the medium of instruction: The case of teaching and learning of computer programming
Education and Information Technologies
An introduction to program comprehension for computer science educators
Proceedings of the 2010 ITiCSE working group reports
Mental models and parallel program maintenance
Proceedings of the 33rd International Conference on Software Engineering
CS majors' self-efficacy perceptions in CS1: results in light of social cognitive theory
Proceedings of the seventh international workshop on Computing education research
Game-based concept visualization for learning programming
MTDL '11 Proceedings of the third international ACM workshop on Multimedia technologies for distance learning
Stepping up to integrative questions on CS1 exams
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Journal of Computing Sciences in Colleges
Merits and pitfalls of programming learning objects: a pilot study
Proceedings of the 10th International Conference on Advances in Mobile Computing & Multimedia
The changing nature of user attitudes toward virtual world technology: A longitudinal study
Computers in Human Behavior
A student perspective on prior experience in CS1
Proceeding of the 44th ACM technical symposium on Computer science education
Towards a new massive multiplayer online role playing game for introductory programming
Proceedings of the 6th Balkan Conference in Informatics
Proceedings of the 13th Koli Calling International Conference on Computing Education Research
Peer instruction contributes to self-efficacy in CS1
Proceedings of the 45th ACM technical symposium on Computer science education
New CS1 pedagogies and curriculum, the same success factors?
Proceedings of the 45th ACM technical symposium on Computer science education
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Learning to program is a unique experience for each student, and it is not fully understood why one person in an introductory programming course learns to program better and more quickly than the next. Self-efficacy is an individual's judgment of his or her ability to perform a task within a specific domain [1]. A mental model is a person's internal (mental) representation of real world objects and systems [9]. Research has shown that high self-efficacy and a good mental model are important to knowledge acquisition and transfer. This research investigates the effects of students' self-efficacy and mental models of programming on learning to program. The results show that self-efficacy for programming is influenced by previous programming experience and increases as a student progresses through an introductory programming course. The results also show that the student's mental model of programming influences self-efficacy and that both the mental model and self-efficacy affect course performance.