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Tañedo, Victor Patrick; De Vera, Jose Alfredo, III – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to create a mobile serious game that incorporates a learning framework, particularly collaborative learning theory, to develop students' computational thinking skills. Methodology: Based on the framework of Brennan and Resnick, an adaptation was made within the context of a mobile serious game mapping the different…
Descriptors: Computation, Thinking Skills, Cooperative Learning, Educational Games
Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming
Saltan, Fatih – Universal Journal of Educational Research, 2016
The study investigated pre-service ICT teachers' perceptions of algorithm visualization (AV) with regard to appropriateness of teaching levels and contribution to learning and motivation. In order to achieve this aim, a qualitative case study was carried out. The participants consisted of 218 pre-service ICT teachers from four different…
Descriptors: Preservice Teachers, Computer Science Education, Mathematics, Visualization
Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 13th International Conference on Mobile Learning 2017, which was organised by the International Association for Development of the Information Society (IADIS), in Budapest, Hungary, April 10-12, 2017. The Mobile Learning 2017 Conference seeks to provide a forum for the presentation and…
Descriptors: Conference Papers, Telecommunications, Handheld Devices, Educational Technology
Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
Pilkington, Colin; Gelderblom, Helene – African Journal of Research in Mathematics, Science and Technology Education, 2010
Many learners find the study of introductory computer programming difficult. This is also true of children with attention deficit hyperactivity disorder (ADHD) and, in order to support them, we need an improved understanding of how they learn programming. This study explored strategies for constructive learning of introductory programming by…
Descriptors: Teaching Methods, Attention Deficit Hyperactivity Disorder, Programming, Introductory Courses
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
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
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
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