Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Aljameel, Iman H. | 1 |
Chen, Ming-Puu | 1 |
Kahn, Ken | 1 |
Noss, Richard | 1 |
Sacristan, Ana Isabel | 1 |
Sendova, Evgenia | 1 |
Wang, Li-Chun | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Secondary Education | 3 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Aljameel, Iman H. – Online Submission, 2022
This study aims to conduct a literature review to explore the justification for including programming and coding in K-12 curricula. Additionally, it considers the value of teaching computational thinking and programming principles, pedagogical strategies, and the advantages and drawbacks of teaching programming to young students. Most studies…
Descriptors: Elementary Secondary Education, Computer Science Education, Programming Languages, Programming
Kahn, Ken; Sendova, Evgenia; Sacristan, Ana Isabel; Noss, Richard – Technology, Knowledge and Learning, 2011
In this paper, we describe the design and implementation of computer programming activities aimed at introducing young students (9-13 years old) to the idea of infinity, and in particular, to the cardinality of infinite sets. This research was part of the "WebLabs" project where students from several European countries explored topics in…
Descriptors: Foreign Countries, Programming Languages, Programming, Educational Strategies
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning