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Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
McKenney, Susan; Voogt, Joke – Australasian Journal of Educational Technology, 2017
Technology applications can make important contributions to improving learning outcomes in the domain of early literacy. However, to fully exploit the potential of educational technologies, teachers must have specific knowledge and skills. This study aimed to articulate the technological pedagogical content knowledge teachers need to make…
Descriptors: Expertise, Technological Literacy, Pedagogical Content Knowledge, Emergent Literacy
Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka – Interactive Learning Environments, 2010
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Descriptors: Creativity, Video Games, Computer Peripherals, Kindergarten
Korat, Ofra; Shamir, Adina – Journal of Educational Computing Research, 2012
We examine the effect of direct and indirect teaching of vocabulary and word reading on pre-kindergarten and kindergarten children following use of an electronic storybook (e-book). The children in each age group were randomly assigned to an intervention group which read the e-book or to a control group which was afforded the regular school…
Descriptors: Foreign Countries, Age Differences, Kindergarten, Reading Instruction
Korat, Ofra; Blau, Hila – Journal of Educational Computing Research, 2010
We investigated the effect of repeated readings of an electronic book (e-book) on pre-kindergarten and kindergarten children from low (n = 127) and middle (n = 120) SES groups. Children were randomly assigned to one of three options: reading an e-book in five sessions, reading an e-book in three sessions, or receiving the regular kindergarten…
Descriptors: Foreign Countries, Control Groups, Age, Phonological Awareness
Korat, Ofra – Computers & Education, 2010
The effect of reading an electronic storybook (e-book) on Israeli children's language and literacy was examined in kindergarten children (N = 40; age 5:2-6:3) compared to first graders (N = 50; age 6:3-7:4). The children in each age group were randomly assigned to two groups: an intervention group which read the e-book five times and a control…
Descriptors: Control Groups, Reading Comprehension, Kindergarten, Grade 1
Donker, Afke; Reitsma, Pieter – Computers and Education, 2007
Because there is little empirical data available on how well young children are able to use a computer mouse, the present study examined their proficiency in clicking on small objects at various positions on the screen and their skill in moving objects over the screen, using drag-and-drop and click-move-click. The participants were 104 children…
Descriptors: Young Children, Computer Literacy, Computer Peripherals, Kindergarten