Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Azevedo, Luiz Felipe | 1 |
Barbosa, Heliziane | 1 |
Demetrio, Matheus Faustino | 1 |
Eastmond, Evelyn | 1 |
Hauck, Jean C. R. | 1 |
Kim, H.-S. | 1 |
Kwon, D.-Y. | 1 |
Lee, W.-G. | 1 |
Maloney, John | 1 |
Pelle, Rafael | 1 |
Resnick, Mitchel | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Secondary Education | 3 |
Elementary Education | 1 |
Grade 1 | 1 |
Audience
Location
Brazil | 1 |
South Korea | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn – ACM Transactions on Computing Education, 2010
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
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