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Showing 1 to 15 of 26 results Save | Export
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Selena Steinberg; Melissa Gresalfi; Lauren Vogelstein; Corey Brady – Journal of Research on Technology in Education, 2024
This paper considers how a curricular design that integrated computer programming and creative movement shaped students' engagement with computing. We draw on data from a camp for middle schoolers, focusing on an activity in which students used the programming environment NetLogo to re-represent their physical choreography. We analyze the extent…
Descriptors: Dance, Programming, Computation, Computer Simulation
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Xinli Zhang; Yuchen Chen; Danqing Li; Lailin Hu; Gwo-Jen Hwang; Yun-Fang Tu – Journal of Educational Computing Research, 2024
Robotics education has received widespread attention in K-12 education. Studies have pointed out that in robotics courses, learners face challenges in learning abstract content, such as constructing a robot with a good structure and writing programs to drive a robot to complete specific learning tasks. The present study proposed the embodied…
Descriptors: Robotics, Teaching Methods, Academic Achievement, Student Motivation
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Rahel Schmid; Robbert Smit; Nicolas Robin; Alexander Strahl – British Journal of Educational Psychology, 2025
Background: Students make many errors in visual programming. In order to learn from these, it is important that students regulate their emotions and view errors as learning opportunities. Aims: This study aimed to explore to what extent momentary emotions, specifically enjoyment, anxiety and boredom, as well as the error learning orientation of…
Descriptors: Psychological Patterns, Emotional Response, Learning Processes, Error Patterns
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Li, Qi; Jiang, Qiang; Liang, Jyh-Chong; Xiong, Weiyan; Liang, Yu; Zhao, Wei – Education and Information Technologies, 2023
Different instructional strategies have been drawn to assist elementary school students in improving computational thinking (CT) skills and student engagement (SE) in unplugged programming activities. This paper aimed to explore how the interactive strategies of unplugged programming affect CT skills and SE. The study was conducted based on a…
Descriptors: Elementary School Students, Programming, Computation, Thinking Skills
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Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
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Sáez-López, José-Manuel; Sevillano-García, Maria-Luisa; Vazquez-Cano, Esteban – Educational Technology Research and Development, 2019
This study highlights the importance of an educational design that includes robotics and programming through a visual programming language as a means to enable students to improve substantially their understanding of the elements of logic and mathematics. Gaining an understanding of computational concepts as well as a high degree of student…
Descriptors: Elementary School Students, Programming, Programming Languages, Robotics
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Leonard, Alison E.; Daily, Shaundra B.; Jörg, Sophie; Babu, Sabarish V. – Journal of Research on Technology in Education, 2021
Over the past 7 years, we pioneered the development of a program blending dance choreography, computer programming, and a virtual environment to teach computational thinking, broadening pathways for more diverse students. We investigated the ways in which upper elementary and middle school students creating dance performances for virtual…
Descriptors: Dance, Programming, Computation, Computer Simulation
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Werner, Linda; Denner, Jill; Campe, Shannon; Torres, David M. – ACM Transactions on Computing Education, 2020
This article builds on prior work that aims to measure computational learning (CL) during middle school. Since game computational sophistication (GCS) has been used as a proxy for a student's engagement in CL we build on their model to more completely describe the relationship between different types of building blocks of computer games and GCS.…
Descriptors: Computation, Middle School Students, Knowledge Level, Learner Engagement
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Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
Amanda M. Meek – ProQuest LLC, 2023
Despite high scores and abilities, girls lose interest in science and math throughout middle school. According to the Bureau of Labor Statistics, jobs in the computer science research field will grow 19% by 2026; however, only 18% of the bachelor's degrees in computer science are earned by women in the United States (ComputerScience.org, 2021).…
Descriptors: Problem Solving, Creativity, Programming, Computer Science
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Higashi, Ross; Schunn, Christian D. – Journal of Educational Psychology, 2020
Digital badges have long been assumed to possess motivational qualities that could encourage learners to engage with learning content. However, prior studies have found the effects of badges to be complex, differing by learner, type of badge, and potentially other factors. Qualitative reports suggest that individuals' perceptions of digital badges…
Descriptors: Recognition (Achievement), Learner Engagement, Student Attitudes, Student Motivation
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von Wangenheim, Christiane Gresse; Alves, Nathalia Cruz; Rodrigues, Pedro Eurico; Hauck, Jean Carlo – International Journal of Computer Science Education in Schools, 2017
In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as a lack of computing teachers and time in an already overloaded curriculum. A solution may be a multidisciplinary approach, integrating computing…
Descriptors: Computer Science Education, Computation, Thinking Skills, Interdisciplinary Approach
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Scharber, Cassandra; Peterson, Lana; Chang, Yu-Hui; Barksdale, Sarah; Sivaraj, Ramya – Pedagogies: An International Journal, 2021
We recommend the conceptualization of computing as a critical literacy, and ground this conceptualization in considerations of historical and current realities in computing. The frameworks of connected learning and computational participation are recommended as guides for "doing" critical computing literacy. We present the findings from…
Descriptors: Critical Theory, Computer Science Education, Elementary Secondary Education, After School Programs
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Bartholomew, Scott R.; Zhang, Liwei – Technology and Engineering Teacher, 2019
Although there are over 320,000 health and fitness apps available on major app stores, there is scant evidence that they actually promote a healthier lifestyle, assist users in exercising, or promote weight loss. This article presents a lesson plan using an Arduino for integrating computational thinking and game design with middle school students…
Descriptors: Technology Education, Engineering Education, Relevance (Education), Physical Fitness
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Yildiz Durak, Hatice – Journal of Computer Assisted Learning, 2018
The aim of this study is to investigate the effect of students' flipped learning readiness (FLR) on engagement, programming self-efficacy, attitude towards programming, and interaction intensity in the information and technology classrooms where programming is taught with the flipped classroom (FC) model. The study group of this research, which is…
Descriptors: Teaching Methods, Middle School Students, Blended Learning, Self Efficacy
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