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von Wangenheim, Christiane Gresse; Hauck, Jean C. R.; Demetrio, Matheus Faustino; Pelle, Rafael; da Cruz Alves, Nathalia; Barbosa, Heliziane; Azevedo, Luiz Felipe – Informatics in Education, 2018
The development of computational thinking is a major topic in K-12 education. Many of these experiences focus on teaching programming using block-based languages. As part of these activities, it is important for students to receive feedback on their assignments. Yet, in practice it may be difficult to provide personalized, objective and consistent…
Descriptors: Programming Languages, Programming, Grading, Outcome Measures
Anette Bentz; Bernhard Standl – ACM Transactions on Computing Education, 2024
Digital literacy is considered to be crucial for social and professional participation. Hence, several projects have been launched in school, as well as extracurricular activities to promote digital literacy in middle school. They aim, among other things, to increase interest in the so-called STEM subjects (science, technology, engineering, and…
Descriptors: Digital Literacy, Computer Science Education, Extracurricular Activities, Middle School Students
Kong, Siu-Cheung; Wang, Yi-Qing – Journal of Psychoeducational Assessment, 2019
This study aims to establish a robust measurement to obtain a comprehensive understanding of perceptions of programming education (POPE) of teacher and principal groups. In this study, the POPE scale contains three dimensions: (a) understanding in programming (UP), (b) support for programming (SP), and (c) expectation of programming (EP).…
Descriptors: Teacher Attitudes, Administrator Attitudes, Attitude Measures, Computer Science Education
Moyer, Lisa; Klopfer, Michelle; Ernst, Jeremy V. – Technology and Engineering Teacher, 2018
Linux Laptop Orchestra (L2Ork), founded in 2009 in the Virginia Tech Music Department's Digital and Interactive Sound & Intermedia Studio, "explores the power of gesture, communal interaction, and the multidimensionality of arts, as well as technology's potential to seamlessly integrate arts and sciences with particular focus on K-12…
Descriptors: Art, At Risk Students, Music, Music Education
Jaipal-Jamani, Kamini; Angeli, Charoula – Journal of Science Education and Technology, 2017
The current impetus for increasing STEM in K-12 education calls for an examination of how preservice teachers are being prepared to teach STEM. This paper reports on a study that examined elementary preservice teachers' (n = 21) self-efficacy, understanding of science concepts, and computational thinking as they engaged with robotics in a science…
Descriptors: STEM Education, Elementary Secondary Education, Preservice Teacher Education, Elementary School Teachers
Castledine, Alanah-Rei; Chalmers, Chris – Design and Technology Education, 2011
With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the…
Descriptors: Foreign Countries, Problem Solving, Grade 6, Relevance (Education)
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min – International Journal of Science and Mathematics Education, 2010
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Computer Simulation
Tangney, Brendan; Oldham, Elizabeth; Conneely, Claire; Barrett, Stephen; Lawlor, John – IEEE Transactions on Education, 2010
This paper describes a model for computer programming outreach workshops aimed at second-level students (ages 15-16). Participants engage in a series of programming activities based on the Scratch visual programming language, and a very strong group-based pedagogy is followed. Participants are not required to have any prior programming experience.…
Descriptors: Foreign Countries, Computer Software, Programming Languages, Computer Science Education
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
Chuang, Po-Jen; Chiang, Ming-Chao; Yang, Chu-Sing; Tsai, Chun-Wei – Educational Technology & Society, 2012
In this paper, we propose a grouping strategy to enhance the learning and testing results of students, called Pairing Strategy (PS). The proposed method stems from the need of interactivity and the desire of cooperation in cooperative learning. Based on the social networks of students, PS provides members of the groups to learn from or mimic…
Descriptors: Foreign Countries, Questionnaires, Academic Achievement, Low Achievement
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
Kolikant, Y. Ben-David; Mussai, M. – Computer Science Education, 2008
We studied students' conceptions of correctness and their influence on students' correctness-related practices by examining how 159 students had analyzed the correctness of error-free and erroneous algorithms and by interviewing seven students regarding their work. We found that students conceptualized program correctness as the sum of the…
Descriptors: Misconceptions, Computer Science Education, Science Instruction, Programming
Kiboss, Joel Kipkemboi – Journal of Educational Computing Research, 2012
Achievement in mathematics is an issue of great concern not only to students and parents but also to employers and researchers in Kenya. This is because the Kenya National Examination Council (KNEC) has continuously reported dismal results in this area, and especially in geometry. Also, KNEC indicates that it presents difficulties to both the…
Descriptors: Foreign Countries, Developing Nations, Electronic Learning, Computer Assisted Instruction
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Haberman, Bruria – Computer Science Education, 2004
Recursion is a central concept in computer science, yet it is difficult for beginners to comprehend. Israeli high-school students learn recursion in the framework of a special modular program in computer science (Gal-Ezer & Harel, 1999). Some of them are introduced to the concept of recursion in two different paradigms: the procedural…
Descriptors: Foreign Countries, Models, Knowledge Representation, Logical Thinking
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