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Niina Niinimäki; Kati Sormunen; Pirita Seitamaa-Hakkarainen; Sini Davies; Kaiju Kangas – Journal of Computer Assisted Learning, 2025
Background: Implementing maker education in schools is on the rise, fuelled by its potential to move formal education towards a creative, technology-driven 21st century learning culture. In maker education, collaborative learning takes place through and around various digital and traditional technologies, which provide the means for students'…
Descriptors: Cooperative Learning, Experiential Learning, Technological Literacy, Student Projects
Matere, Isaac M.; Weng, Cathy; Astatke, Melese; Hsia, Chih-Hsien; Fan, Chen-Guo – Interactive Learning Environments, 2023
Recently there has been a change in elementary curricula to focus on computational thinking, however, a good curriculum needs to be matched with good learning or teaching strategies. This study explores design-based learning (DBL) in elementary students to examine the development of computational thinking and to support knowledge construction in…
Descriptors: Design, Elementary School Students, Thinking Skills, Programming
Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
Ipek Isik Arslanoglu; Serhat Bahadir Kert; Ismail Tonbuloglu – Education and Information Technologies, 2024
This study aims to examine the effect of augmented reality-assisted programming education supported by participatory design on the basic and computational thinking skills of preschoolers. In the study, a pretest-posttest single-group semi-experimental design, which is one of the quantitative research methods, was used. The study group of the…
Descriptors: Young Children, Kindergarten, Computation, Thinking Skills
Li, Qi; Jiang, Qiang; Liang, Jyh-Chong; Xiong, Weiyan; Liang, Yu; Zhao, Wei – Education and Information Technologies, 2023
Different instructional strategies have been drawn to assist elementary school students in improving computational thinking (CT) skills and student engagement (SE) in unplugged programming activities. This paper aimed to explore how the interactive strategies of unplugged programming affect CT skills and SE. The study was conducted based on a…
Descriptors: Elementary School Students, Programming, Computation, Thinking Skills
Computational Identity and Programming Empowerment of Students in Computational Thinking Development
Kong, Siu-Cheung; Lai, Ming – British Journal of Educational Technology, 2022
The participatory view of learning emphasises students' identity construction. However, identity research in the context of programming education to cultivate students' computational thinking is scarce. In this study, an instrument of computational identity with components of engagement, imagination and affiliation, was developed and validated.…
Descriptors: Elementary School Students, Programming, Computation, Thinking Skills
Bayar, Mirac Furkan; Tas, Yasemin – Alberta Journal of Educational Research, 2022
This study aimed to investigate the effects of robotic coding supported Design-Based Science Instruction (RC-DBSI) on sixth-grade students' science process skills. One-group pretest-posttest experimental design was employed in the study. Participants consisted of thirty-nine sixth-grade students enrolled in a public middle school located in the…
Descriptors: Robotics, Programming, Design, Science Instruction
Siu-Cheung Kong; Wei Shen – Interactive Learning Environments, 2024
Logistic regression models have traditionally been used to identify the factors contributing to students' conceptual understanding. With the advancement of the machine learning-based research approach, there are reports that some machine learning algorithms outperform logistic regression models in terms of prediction. In this study, we collected…
Descriptors: Student Characteristics, Predictor Variables, Comprehension, Computation
Sun, Lihui; Zhou, Danhua – Journal of Computer Assisted Learning, 2023
Background: As one of the mainstream forms of programming education, educational robotics (ER) have been a crucial way to develop K-12 students' programming ability. Objectives: The purpose of this study is to clarify the content of programming ability, to verify the effectiveness of ER as a teaching method to improve students' programming…
Descriptors: Elementary School Students, Secondary School Students, Robotics, Programming
Zeynep Özer; Rasim Erol Demirbatir – LUMAT: International Journal on Math, Science and Technology Education, 2023
In this study, the aim is to present a STEAM-based music activity for gifted students and to determine the students' awareness of the process at the end of the activity. The study group of the research consists of exceptionally gifted students who applied to STEAM Based Music Activities Workshop in the Halil Inalcik Science and Art Center.…
Descriptors: Art Education, STEM Education, Music Activities, Academically Gifted
Zdawczyk, Christina; Varma, Keisha – Computer Science Education, 2023
Background and Context: A continued gender disparity has driven a need for effective interventions for recruiting girls to computer science. Prior research has demonstrated that middle school girls hold beliefs and attitudes that keep them from learning computer science, which can be mitigated through classroom design. Objective: This study…
Descriptors: Females, Computer Science Education, Gender Differences, Student Attitudes
Gao, Xuemin; Hew, Khe Foon – Journal of Educational Computing Research, 2023
Reintroducing computer science (CS) education in K-12 schools to promote computational thinking (CT) has attracted significant attention among scholars and educators. Among the several essential components included in CS and CT education, program debugging is an indispensable skill. However, debugging teaching has often been overlooked in K-12…
Descriptors: Flipped Classroom, Error Correction, Elementary School Students, Programming
Alison E. Leonard; Shaundra B. Daily – International Journal of Education & the Arts, 2025
We designed, developed, and researched a virtual and in-person curriculum for how to explore computational thinking using dance choreography, focused on engaging upper elementary and middle school girls. However, this paper explores our observations and interactions with our young participants who identified as boys through a series of vignettes.…
Descriptors: Computation, Thinking Skills, Dance, Curriculum Development
Herron, Josh; Wolfe, Kathryn A. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Colleges and schools of education serve K12 educators very well in many areas and there are instructional design programs housed in traditional academic units that produce high-caliber scholars and researchers that impact our field. However, this article suggests that partnerships between university innovation hubs and K12 schools fill a gap of…
Descriptors: Instructional Design, Educational Technology, Educational Innovation, Programming