NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fagerlund, Janne; Häkkinen, Päivi; Vesisenaho, Mikko; Viiri, Jouni – Informatics in Education, 2020
Computational thinking (CT) has been introduced in primary schools worldwide. However, rich classroom-based evidence and research on how to assess and support students' CT through programming are particularly scarce. This empirical study investigates 4th grade students' (N = 57) CT in a comparatively comprehensive and fine-grained manner by…
Descriptors: Grade 4, Elementary School Students, Preadolescents, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Melander Bowden, Helen – Learning, Media and Technology, 2019
This article explores children's development of problem-solving practices through multimodal engagements in digital activities. The study is based on analyses of a video recorded peer group activity in which two children, within the context of a project on computational thinking using the software "Scratch," collaboratively work to solve…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes