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Showing all 12 results Save | Export
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Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
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Verner, Igor M.; Perez, Huberth; Lavi, Rea – International Journal of Technology and Design Education, 2022
Student engagement has been described as active involvement in a learning activity that significantly affects learning achievement. This study investigated student engagement in robotics education, considering it as an instant emotional reaction on interaction with the teacher, the peers, and the robotic environment. The objective was to…
Descriptors: Learner Engagement, High School Students, Robotics, Grade 11
Editorial Projects in Education, 2024
Technology is transforming the way teachers teach and learn. This Spotlight explores innovative ways to leverage technology to enhance student engagement, personalize instruction, and prepare students for the future. From equitable access to technology and AI-powered tools to drone-based learning and adaptive learning platforms, these articles…
Descriptors: Educational Technology, Technology Uses in Education, Student Needs, Artificial Intelligence
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Boakes, Norma J. – International Online Journal of Education and Teaching, 2019
This paper presents the results of a partnership between a New Jersey school district and four-year university seeking to enhance STEM programming for the district's diverse student population. The project utilized a STEM-focused experiential unit integrated into existing ninth grade school non-science classes (social studies and career readiness…
Descriptors: Learner Engagement, Minority Group Students, Experiential Learning, STEM Education
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Wallace, Michael L.; Freitas, William M. – Journal of Extension, 2016
Preparing young Americans with science and technology skills has been on the forefront of educational reform for several years, and Extension has responded. Robotics projects have become a natural fit for 4-H clubs, with members' experiences ranging from using Lego® Mindstorms® and other "purchase and assemble" robotics kits to building…
Descriptors: Robotics, Youth Clubs, Extension Education, Program Effectiveness
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Pei, Christina; Brady, Corey; Wilensky, Uri J. – AERA Online Paper Repository, 2017
To address a need for a more computationally literate population, we need to better understand the processes by which students engage with computer science. We thus designed a pilot study to explore how students come to identify with computer science. Specifically, how does engaging in making and take-apart activities impact students' sense of…
Descriptors: Self Evaluation (Individuals), Self Efficacy, Computer Science Education, Learner Engagement
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Fisher, Karin M.; Gallegos, Benjamin; Bousfield, Taylor – Proceedings of the Interdisciplinary STEM Teaching and Learning Conference, 2019
One of the challenges of educating adolescents with autism spectrum disorders is to find activities that are interesting and engaging. Researchers have shown that adolescents with autism often are attracted to technology. Using an exploratory research method, the experiences of three students with autism who participated in after school robotics…
Descriptors: Autism, Pervasive Developmental Disorders, Robotics, Teaching Methods
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Souza, Marcos A. M.; Duarte, José R. R. – Physics Education, 2015
In this paper, we propose some of the strategies and methodologies for teaching high-school physics topics through an educational robotics show. This exhibition was part of a set of actions promoted by a Brazilian government program of incentive for teaching activities, whose primary focus is the training of teachers, the improvement of teaching…
Descriptors: Secondary School Science, Physics, Science Instruction, High Schools
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Cukurbasi, Baris; Kiyici, Mubin – Educational Technology & Society, 2018
The purpose of this study was to investigate the high school students' views on instructions based on Flipped Classroom Model (FC) and LEGO applications. The case study, which is one of the qualitative research methods, was used within the scope of the study, the duration of which was 7 weeks. In order to choose the research group of the study,…
Descriptors: High School Students, Student Attitudes, Grade 10, Problem Based Learning
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Martin, Taylor; Berland, Matthew; Benton, Tom; Smith, Carmen Petrick – Journal of Interactive Learning Research, 2013
In this paper, we present two studies examining how high school students learn to program in a mobile, social programming environment that we have developed and deployed ("IPRO"). IPRO is delivered, with an associated curriculum, as an iPod Touch app and is freely and publicly available. We find that the affordances of mobility and…
Descriptors: High School Students, Programming, Cooperation, Mobility
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Ayar, Mehmet C. – Educational Sciences: Theory and Practice, 2015
The purpose of this study is to present students' experiences, interest in engineering, and personal narratives while participating in a robotics summer camp in a metropolitan city in Turkey. In this study, I used qualitative data collection methods such as interviews, field notes, and observations. I used the four principles of Engle and Conant…
Descriptors: Foreign Countries, Engineering Education, Design, Vocational Interests
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education