Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Coding | 3 |
| Computer Software | 3 |
| Grade 10 | 2 |
| Grade 5 | 2 |
| Grade 6 | 2 |
| Grade 7 | 2 |
| Grade 8 | 2 |
| Grade 9 | 2 |
| Science Instruction | 2 |
| Biology | 1 |
| Classroom Communication | 1 |
| More ▼ | |
Author
| Annetta, Leonard | 1 |
| Cheng, Meng-Tzu | 1 |
| Cross, Dionne | 1 |
| David DeLiema | 1 |
| Folta, Elizabeth | 1 |
| Fusarelli, Bonnie | 1 |
| Hendricks, Sean | 1 |
| Hickey, Daniel T. | 1 |
| Holmes, Shawn | 1 |
| Jeffrey K. Bye | 1 |
| Lamb, Richard | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Reports - Descriptive | 1 |
Education Level
| Grade 10 | 3 |
| High Schools | 3 |
| Elementary Education | 2 |
| Grade 11 | 2 |
| Grade 5 | 2 |
| Grade 6 | 2 |
| Grade 7 | 2 |
| Grade 8 | 2 |
| Grade 9 | 2 |
| Intermediate Grades | 2 |
| Junior High Schools | 2 |
| More ▼ | |
Audience
Location
| Georgia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
David DeLiema; Jeffrey K. Bye; Vijay Marupudi – ACM Transactions on Computing Education, 2024
Learning to respond to a computer program that is not working as intended is often characterized as finding a singular bug causing a singular problem. This framing underemphasizes the wide range of ways that students and teachers could notice discrepancies from their intention, propose causes of those discrepancies, and implement interventions.…
Descriptors: Computer Software, Troubleshooting, Intention, Intervention
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Cross, Dionne; Taasoobshirazi, Gita; Hendricks, Sean; Hickey, Daniel T. – International Journal of Science Education, 2008
In this paper we explore the relationship between learning gains, measured through pre-assessment and post-assessment, and engagement in scientific argumentation. In order to do so, this paper examines group discourse and individual learning during the implementation of NASA Classroom of the Future's BioBLAST![R] (BB) software program in a high…
Descriptors: Persuasive Discourse, Coding, Biology, Science Instruction

Peer reviewed
Direct link
