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Topali, Paraskevi; Mikropoulos, Tassos Anastasios – Interactive Learning Environments, 2023
Learning computer programming can be challenging for primary school students due to its abstract concepts. While teachers seek effective ways to introduce such concepts, the application of learning objects (LOs) can potentially reduce the effort of creating new material from and allows teachers to adapt LOs to students' needs. Although numerous…
Descriptors: Novices, Elementary School Students, Student Motivation, Instructional Effectiveness
Shu-Jie Chen; Xiaofen Shan; Ze-Min Liu; Chuang-Qi Chen – Educational Technology & Society, 2025
The introduction of programming education in K-12 schools to promote computational thinking has attracted a great deal of attention from scholars and educators. Debugging code is a central skill for students, but is also a considerable challenge when learning to program. Learners at the K-12 level often lack confidence in programming debugging due…
Descriptors: Programming, Coding, Elementary School Students, Secondary School Students
Xinli Zhang; Yuchen Chen; Danqing Li; Lailin Hu; Gwo-Jen Hwang; Yun-Fang Tu – Journal of Educational Computing Research, 2024
Robotics education has received widespread attention in K-12 education. Studies have pointed out that in robotics courses, learners face challenges in learning abstract content, such as constructing a robot with a good structure and writing programs to drive a robot to complete specific learning tasks. The present study proposed the embodied…
Descriptors: Robotics, Teaching Methods, Academic Achievement, Student Motivation
Zhang, Shuhan; Wong, Gary K. W.; Chan, Peter C. F. – Education and Information Technologies, 2023
Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Coding
Tibor Krizsan; Dragan Lambic – Education and Information Technologies, 2024
Pair programming is a technique in which two students collaborate on programming tasks. This study aimed to investigate attitudes, toward pair programming with a focus on anxiety, motivation, stress, and efficiency. The sample population consisted of 168 students from three primary schools in Vojvodina (Serbia). The students were aged 6.5-11 years…
Descriptors: Foreign Countries, Student Motivation, Stress Variables, Skills
Chen, Ken-Zen; Chi, Hsiao-Han – Interactive Learning Environments, 2022
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing "Coding Ocean" (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation…
Descriptors: Novices, Elementary School Students, Games, Student Experience
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
Ana Lúcia Bento Miguens; João Manuel Nunes Piedade; Rui Jorge Bernardes dos Santos; Tiago Lopes Oliva – Educational Media International, 2024
This research arises within the scope of the Postgraduate Course of Specialization in Technologies and Robotics in Elementary School. Its aim is to analyze the impact of robotics and programming on the motivation and involvement of students in the development of computational thinking, in the learning of mathematical concepts. The study was…
Descriptors: Student Motivation, Computation, Thinking Skills, Skill Development
Daher, Wajeeh – Computers in the Schools, 2022
The robotics context is suggested as a context that supports the learning of the sciences including mathematics. The present study investigates how the robotics context affects students' motivation for learning mathematics. Two groups of seventh-grade students participated in the present research: a robotics class (32 students) and a regular class…
Descriptors: Student Motivation, Mathematics Education, Robotics, Programming
Humble, Niklas; Mozelius, Peter – International Journal of Information and Learning Technology, 2023
Purpose: The conducted examination of programming affordances and constraints had the purpose of adding knowledge and value that facilitate the on-going national curricula revision; knowledge that also could be of general interest outside the Swedish K-12 context. Design/methodology/approach: With a qualitative approach, the study was conducted as…
Descriptors: Programming, Affordances, Barriers, Foreign Countries
Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
Coskunserçe, Ozan – Journal of Pedagogical Research, 2021
In studies on the use of robotic in science education, students are generally expected to design and program robots in specially designed robotic laboratories and during extracurricular activities. Although researchers claim that the student-centered approach and active student participation is more effective, teachers generally have to apply…
Descriptors: Robotics, Programming, Science Instruction, Science Process Skills
Lavy, Ilana – International Journal of Information and Communication Technology Education, 2021
This article describes a unique ongoing experience of learning programming via engagement in music programming of known melodies. Seventh and eighth graders participated in 10 lessons of weekly activity. Via the programming of melodies, using the Scratch 2.0 environment, they became acquainted with basic concepts of programming such as methods,…
Descriptors: Teaching Methods, Computer Science Education, Programming, Music
Siu-Cheung Kong; Yi-Qing Wang – British Journal of Educational Technology, 2021
This study expands the scope of cognitive evaluation theory (CET) with flow theory by providing a potential explanation for the missing link between motivation and motivational outcomes of students in visual programming learning. It aims to investigate how parental roles impact young students' flow experience in learning from the parents' point of…
Descriptors: Elementary School Students, Parents, Parent Influence, Parent Participation
Leonard, Jacqueline; Djonko-Moore, Cara M.; Ellington, Roni; Santoro, Anthony; Miller, Mikhail – AERA Online Paper Repository, 2020
This paper highlights the year-one (pilot) findings of a three-year project on emerging technologies where students engaged in computer modeling, 3D printing, flight simulation, and drones during summer camps and afterschool programs in rural and urban districts. The pilot was iterative as different interventions were field-tested in specific…
Descriptors: Elementary School Students, Middle School Students, Computation, Thinking Skills