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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Gadzikowski, Ann – Parenting for High Potential, 2016
In 2012, the National Association for the Education of Young Children (NAEYC) revised its position statement regarding the appropriate use of technology in early childhood classrooms. The increased accessibility of touch screens on tablets and smart phones led to this revision, which moves the conversation from the question of "When shall we…
Descriptors: Coding, Robotics, Young Children, Appropriate Technology
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Thomson, Ian – Australian Mathematics Teacher, 2017
Using "live editing" it is possible to write code that can be run a section at a time. This makes it easier to spot and correct errors. It can also be used to create an interactive mathematical story. This brief article shows how MATLAB software can be used to take the user on a mathematical journey with historical connections.
Descriptors: Editing, Courseware, Mathematical Applications, Coding
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Hutchison, Amy; Nadolny, Larysa; Estapa, Anne – Reading Teacher, 2016
In this article the authors present the concept of Coding Literacy and describe the ways in which coding apps can support the development of Coding Literacy and disciplinary and digital literacy skills. Through detailed examples, we describe how coding apps can be integrated into literacy instruction to support learning of the Common Core English…
Descriptors: Coding, Literacy, Courseware, Concept Teaching