ChatGPT in Programming Education: An Empirical Study on Its Impact on Student Performance, Creativity, and Teamwork
Abstract
1. Introduction
- The first part focuses on text-based programming and examines whether there is a relationship between ChatGPT use frequency and students’ academic performance. A greater danger here is that students can over-trust the chatbot, which could affect the acquisition of knowledge and skills.
- The second part examines the effect of using ChatGPT on students’ creativity, confidence, and performance in developing graphical user interfaces. In this context, the role of the chatbot is expected to be more supportive than entirely substitutive, which provides an opportunity to study its impact on teamwork and the decision-making process in more complex software projects.
- RQ1: Within the context of Study 1, is there a relationship between the frequency of ChatGPT use and academic performance in text-based programming?
- RQ2: Within the context of Study 2, how does the use of ChatGPT versus traditional sources of information and support affect students’ effectiveness, confidence, and creativity during software project development?
- RQ3: Within the context of Study 2, how does the use of ChatGPT versus traditional sources of information and support affect team communication and collaboration during software project development?
2. Literature Review
2.1. The Most Important Applications of ChatGPT in Programming Education
2.2. Main Advantages of Using ChatGPT in Programming Education
2.3. Limitations and Disadvantages of Using ChatGPT in Programming Education
2.4. Ethical Considerations and Challenges in Using ChatGPT in Education
3. Materials and Methods
3.1. Context
- “Software Development Practicum 2”, focused on object-oriented C++ programming in a text-based programming environment;
- “Developing a Graphical User Interface—C#”, aimed at developing a graphical user interface in Visual Studio.
3.2. Design and Participants
- Study 1: This research investigates whether the frequency of using ChatGPT affects the academic performance of the students in the course “Software Development Practicum 2”;
- Study 2: This research examines how the use of ChatGPT affects the creativity, confidence, and work efficiency of the learners when developing team projects in visual programming.
3.2.1. Study 1
3.2.2. Study 2
- Group 1: 5 students;
- Group 2: 4 students.
- With ChatGPT;
- Without ChatGPT (using traditional resources such as Internet search engines, electronic learning materials, paper textbooks, etc.).
- Task 1 (Mathematics game): to create an educational game for 1st class pupils, intended to support them in learning mathematics. The game should help children develop skills in comparing, adding, and subtracting numbers from 1 to 10.
- Task 2 (Language game): to create an educational game, helping 1st class pupils in their Bulgarian language and literature training. The game should help children develop the ability to recognize the printed letters of the Bulgarian alphabet.
- The following components must be used: Label, Button, Picture Box, Timer, Message Box;
- Only components discussed during the training sessions must be used;
- Feedback to the player must be provided on correct or incorrect answers;
- The number of correct answers must be counted;
- When the preset time expires, the player’s score should be displayed;
- The interface should be tailored to the age of the target group—8-year-old children.
3.3. Data Collection Techniques
3.3.1. Study 1
3.3.2. Study 2
3.4. Ethical Considerations
4. Results
4.1. Study 1
- Cluster 1 (n = 32). This is the group of students actively using ChatGPT. It is characterized by higher mean values of the answers to all questions Q2–Q7, varying from 2.97 to 4.22.
- Cluster 2 (n = 24)—the group of students, rarely using ChatGPT, characterized by lower mean values of the answers to all questions, ranging from 1.71 to 3.00. The highest mean value in this cluster (3.00) is reported for the question “How often do you use ChatGPT as a resource?”
4.2. Study 2
4.2.1. Results of the Evaluation of the Developed Projects
4.2.2. Analysis of the Semi-Structured Interview with the Students
5. Discussion
6. Limitations of the Study
- The study was conducted at a specific point in time and reflects the students’ opinions, identified benefits, and potential risks associated with the use of ChatGPT in programming education at that specific time.
- The sample consisted of students from a single faculty at one university.
- Due to the small number of participants, especially in the second study, it cannot be claimed that the conclusions are statistically significant or representative.
- Some of the data were collected through self-assessment questions, which poses a risk of bias and inaccuracies in self-reporting.
- In Study 1, ChatGPT was used in an uncontrolled environment, making it impossible to verify whether participants used the free or paid version of the tool or to identify the specific underlying language model; this lack of control may have affected the consistency of AI support among participants.
- In Study 2, the experiment was conducted in a controlled university environment with equal access to the free version of ChatGPT; therefore, the findings are limited to this specific access level.
- As this study focuses specifically on ChatGPT, the findings may not be directly generalizable to other large language models or AI-based programming assistants operating under different access conditions.
- The experiment in the second study was limited to solving two specific programming tasks, which provided a more focused rather than comprehensive view of ChatGPT’s capabilities, especially when solving complex software problems.
7. Conclusions
- Providing students with the opportunity to work on projects, using both approaches—with and without ChatGPT—to make an informed comparison and determine for themselves in which situations the tool is useful and in which it is not.
- Including tasks, structured according to the Reverse Bloom’s Taxonomy model (Pesovski et al., 2024b), starting from higher cognitive levels—for example, modifying, optimizing, and extending existing code. Tasks of this type stimulate active thinking and limit passive copying of ChatGPT-generated solutions, being at the same time consistent with the reverse engineering practices in the software industry. In this context, the chatbot can act as a consultant, assisting in clarifying concepts, detecting errors, and analyzing alternative approaches, and this method of using it can be effective even for students with limited prior experience.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Frequency | Percent | |
|---|---|---|
| Never | 0 | 0 |
| Rarely | 7 | 12.5 |
| Sometimes | 28 | 50.0 |
| Often | 18 | 32.1 |
| Very Often | 3 | 5.4 |
| Total | 56 | 100.0 |
| Cluster 1 Actively Using ChatGPT | Cluster 2 Rarely Using ChatGPT | |
|---|---|---|
| Q2 | 4.00 | 3.00 |
| Q3 | 3.56 | 2.38 |
| Q4 | 2.97 | 2.17 |
| Q5 | 4.22 | 2.08 |
| Q6 | 3.31 | 1.71 |
| Q7 | 3.69 | 2.25 |
| Category | Scores Group 1 | Scores Group 2 | ||
|---|---|---|---|---|
| With ChatGPT | Without ChatGPT | With ChatGPT | Without ChatGPT | |
| Completeness and effectiveness of the code | 4.5 | 3.5 | 5 | 4 |
| Organization and readability of the code | 4 | 4.5 | 4 | 4.5 |
| Interface quality | 3.75 | 4 | 3.75 | 4.25 |
| Creativity | 3 | 5 | 4 | 5 |
| Time for completion | 3 h 15 min | 4 h 10 min | 3 h 30 min | 4 h 15 min |
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Stoyanova, D.; Stoyanova-Petrova, S.; Shotarova, S.; Lyubomirov, S.; Mileva, N. ChatGPT in Programming Education: An Empirical Study on Its Impact on Student Performance, Creativity, and Teamwork. Educ. Sci. 2026, 16, 19. https://doi.org/10.3390/educsci16010019
Stoyanova D, Stoyanova-Petrova S, Shotarova S, Lyubomirov S, Mileva N. ChatGPT in Programming Education: An Empirical Study on Its Impact on Student Performance, Creativity, and Teamwork. Education Sciences. 2026; 16(1):19. https://doi.org/10.3390/educsci16010019
Chicago/Turabian StyleStoyanova, Diana, Silviya Stoyanova-Petrova, Snezha Shotarova, Slavi Lyubomirov, and Nevena Mileva. 2026. "ChatGPT in Programming Education: An Empirical Study on Its Impact on Student Performance, Creativity, and Teamwork" Education Sciences 16, no. 1: 19. https://doi.org/10.3390/educsci16010019
APA StyleStoyanova, D., Stoyanova-Petrova, S., Shotarova, S., Lyubomirov, S., & Mileva, N. (2026). ChatGPT in Programming Education: An Empirical Study on Its Impact on Student Performance, Creativity, and Teamwork. Education Sciences, 16(1), 19. https://doi.org/10.3390/educsci16010019

