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Olsher, Shai; Cooper, Jason – International Journal of Science and Mathematics Education, 2021
With the growing availability of technology, teachers are becoming significant co-designers of the curriculum--resequencing, editing or supplementing a primary textbook with publicly available digital learning objects. This places a grave responsibility on teachers, who must have a clear view of the rationale and didactic intentions of the…
Descriptors: Textbooks, Metadata, Coding, Calculus
Shim, Hyoyoung; Lee, Hyangeun – Education and Information Technologies, 2022
Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught because of the lack of relevant educational content at middle and high school levels. This study investigates the effect of design education using VR-based coding on students' competence and…
Descriptors: Design, Computer Simulation, Coding, Competence
Lui, Debora; Kafai, Yasmin; Litts, Breanne; Walker, Justice; Widman, Sari – Computer Science Education, 2020
Background and Context: Physical computing involves complex negotiations of multiple, on and off-screen tasks, which calls for research on how to best structure collaborative work to ensure equitable learning. Objective: We focus on how pairs self-organized their multi-domain tasks in physical computing, and how their social interactions supported…
Descriptors: Cooperative Learning, High School Students, Computer Science Education, Programming
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
Richard, Gabriela T.; Giri, Sagun; Ashley, Robert William – AERA Online Paper Repository, 2017
As digital and physical fabrication kits become increasingly accessible to novice and youth design and maker activities, efforts are continuing to investigate ways that computing can be inclusive, accessible and culturally responsive. An effort that demonstrates promise for equity is combining multiple toolkits that tap into different affordances…
Descriptors: High School Students, Grade 9, Manufacturing, Shared Resources and Services
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Wells, John; Lammi, Matthew; Gero, John; Grubbs, Michael E.; Paretti, Marie; Williams, Christopher – Journal of Technology Education, 2016
Reported in this article are initial results from of a longitudinal study to characterize the design cognition and cognitive design styles of high school students with and without pre-engineering course experience over a 2-year period, and to compare them with undergraduate engineering students. The research followed a verbal protocol analysis…
Descriptors: Longitudinal Studies, High School Students, Engineering Education, Undergraduate Students
Wilson, Amy Alexandra; Smith, Emma; Householder, Daniel L. – Journal of Adolescent & Adult Literacy, 2014
This comparative case study describes the literacy practices of two groups of adolescents as they sought to solve authentic problems through engineering design processes. Three types of data were collected as the groups addressed these problems: video- and audio-recordings of their conversations; adolescent-generated products; and pre- and…
Descriptors: Comparative Analysis, Case Studies, Adolescents, Problem Solving
Tolentino, Lisa – ProQuest LLC, 2013
This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A…
Descriptors: Autism, Educational Media, High School Students, Verbal Communication
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