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Linlin Hu – Journal of Computer Assisted Learning, 2024
Background Study: As interest in programming education continues to grow, more educators are incorporating programming into K-12 classrooms. There is evidence that programming can help develop essential skills for future societal advancement, known as 21st century skills. However, there has been limited research into which sub-skills of 21st…
Descriptors: 21st Century Skills, Programming, Elementary Secondary Education, Futures (of Society)
Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
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
Schätz, Eric; Martens, Alke – International Association for Development of the Information Society, 2022
As we talked with school teachers about the use of physical computing systems in class, one major drawback of these systems became obvious: almost nobody--next to enthusiastic autodidacts--has been able to tell us on an abstract basis for which educational purposes a certain physical computing system can be used, i.e. in a goal-oriented way. This…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Improvement, Computer Science Education
Neal, Tia, Ed. – IGI Global, 2023
Within the discipline of special education is academically gifted education, and this distinct area is not typically required as a topic of focus in traditional teacher preparation programs for regular education teachers. Therefore, it is essential that current research is conducted and published that provides educators, both general and special,…
Descriptors: Academically Gifted, Educational Strategies, Educational Technology, Instructional Design
da Cruz Pinheiro, Fernando; Gresse von Wangenheim, Christiane; Missfeldt Filho, Raul – Informatics in Education, 2018
Diverse initiatives have emerged to popularize the teaching of computing in K-12 mainly through programming. This, however, may not cover other important core computing competencies, such as Software Engineering (SE). Thus, in order to obtain an overview of the state of the art and practice of teaching SE competences in K-12, we carried out a…
Descriptors: Computer Software, Engineering, Computer Science Education, Elementary Secondary Education
Piedade, João; Dorotea, Nuno; Pedro, Ana; Matos, João Filipe – Education Sciences, 2020
This study aims to analyze how pre-service informatics teachers design learning scenarios with robotics to teach programming fundamentals and to promote computational thinking skills. A descriptive and exploratory case study design was implemented with 26 pre-service informatics teachers. Data were collected from the participants using qualitative…
Descriptors: Programming, Computer Science Education, Thinking Skills, Robotics
Nicholas Alan Lytle – ProQuest LLC, 2020
It is becoming increasingly necessary for every child to have experience with 21st century Computational Thinking (CT) skills including learning to program. Considerable efforts have been made within the last two decades including the development and widespread use of novice-friendly block-based programming environments such as Scratch and Snap!…
Descriptors: Scaffolding (Teaching Technique), Elementary Secondary Education, Instructional Design, 21st Century Skills
Wright, Geoffrey A.; Rich, Peter; Leatham, Keith R. – Technology and Engineering Teacher, 2012
Programming is a fundamental component of modern society. Programming and its applications influence much of how people work and interact. Because of people's reliance on programming in one or many of its applications, there is a need to teach students to be programming literate. Because the purpose of the International Technology and Engineering…
Descriptors: Multiple Literacies, Standards, Junior High School Students, Secondary School Curriculum
Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
Kwon, D.-Y.; Kim, H.-S.; Shim, J.-K.; Lee, W.-G. – IEEE Transactions on Education, 2012
Tangible programming tools enable children to easily learn the programming process, previously considered to be difficult for them. While various tangible programming tools have been developed, there is still a lack of available tools to help students experience the general programming process. This study therefore developed a tool called…
Descriptors: Foreign Countries, Programming Languages, Computer Interfaces, Robotics
Charlton, Patricia; Magoulas, George; Laurillard, Diana – Technology, Pedagogy and Education, 2012
The paper advocates an approach to learning design that considers it as creating digital artefacts that can be extended, modified and used for different purposes. This is realised through an "act becoming artefact" cycle, where users' actions in the authors' software environment, named Learning Designer, are automatically interpreted on…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Computer Software
Liebenberg, Janet; Mentz, Elsa; Breed, Betty – Computer Science Education, 2012
This paper reports on a qualitative study that examined how pair programming shapes the experience of secondary school girls taking IT as a subject, with respect to their enjoyment of programming and the subject itself. The study involved six Grade 11 girls who were doing solo programming in Grade 10 and pair programming in their following Grade.…
Descriptors: Foreign Countries, Females, Information Technology, Student Attitudes
Derntl, Michael; Parrish, Patrick; Botturi, Luca – International Journal on E-Learning, 2010
Instructional design and technology products result from many options and constraints. On the one hand, solutions should be creative, effective and flexible; on the other hand, developers and instructors need precise guidance and details on what to do during development and implementation. Communication of and about designs is supported by design…
Descriptors: Instructional Design, Educational Technology, Program Development, Vignettes
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed. – IGI Global, 2014
Learning environments continue to change considerably and is no longer confined to the face-to-face classroom setting. As learning options have evolved, educators must adopt a variety of pedagogical strategies and innovative technologies to enable learning. "Practical Applications and Experiences in K-20 Blended Learning Environments"…
Descriptors: Blended Learning, Educational Environment, Elementary Secondary Education, Higher Education