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Gerják, István – Acta Didactica Napocensia, 2017
Learning computer programming for students of the age of 14-18 is difficult and requires endurance and engagement. Being familiar with the syntax of a computer language and writing programs in it are challenges for youngsters, not to mention that understanding algorithms is also a big challenge. To help students in the learning process, teachers…
Descriptors: Programming, Secondary School Students, Mathematics, Programming Languages
von Wangenheim, Aldo; von Wangenheim, Christiane Gresse; Pacheco, Fernando S.; Hauck, Jean C. R.; Ferreira, Miriam Nathalie F. – International Journal of Computer Science Education in Schools, 2017
Computing education in schools faces several problems, such as a lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating the teaching of computing within other subjects, creating the need to motivate teachers from other disciplines to teach computing in middle school.…
Descriptors: Middle School Teachers, Teacher Motivation, Workshops, Computer Science Education
Terasawa, Ikuo – Higher Education Studies, 2016
The challenge study is a project based learning curriculum at Technical High School aimed at the construction of a wireless communication system. The first period was engineering issues in the construction of an artificial satellite and the second period was a positional locating system based on the general purpose wire-less device--ZigBee device.…
Descriptors: Vocational High Schools, Technical Education, Telecommunications, Program Effectiveness
Merkouris, Alexandros; Chorianopoulos, Konstantinos; Kameas, Achilles – ACM Transactions on Computing Education, 2017
Pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. There are many tangible hardware platforms for introducing computer programming to children, but there is limited comparative evaluation of them in the context of a formal classroom. In this work, we explore the…
Descriptors: Computer Science Education, Programming, Robotics, Computers
Saeli, Mara; Perrenet, Jacob; Jochems, Wim M. G.; Zwaneveld, Bert – Journal of Educational Computing Research, 2012
The scope of this article is to understand to what extent Computer Science teachers can find support for their Pedagogical Content Knowledge (PCK) in teaching material. We report the results of a study in which PCK is used as framework to develop a research instrument to examine three high school computer science textbooks, with special focus on…
Descriptors: Foreign Countries, Computer Science Education, Beginning Teachers, Pedagogical Content Knowledge
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
Ertl, Bernhard; Helling, Kathrin – Journal of Educational Computing Research, 2011
This article deals with gender phenomena in the context of digital literacy. Studies show that computer use, computer skills, and computer-related self-concepts are subject to gender differences. These differences may affect classroom interactions as well as learning processes and have therefore to be considered carefully by teachers who apply…
Descriptors: Student Attitudes, Computer Uses in Education, Gender Differences, Sex Fairness
Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K. – Computers & Education, 2008
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Descriptors: Creative Activities, Computers, Programming, Gender Differences
Moon, Brian – English in Australia, 2008
"World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…
Descriptors: Role Playing, Creative Writing, Fantasy, English Teachers
Russian Education and Society, 2004
This second chapter focuses on an analysis of the aspects that characterize the typical content of students' attitudes toward the world of computers. In this connection, it attempts to determine what is of the greatest interest to students as they deal with the world of computers, which types of programs they use, and which magazines they read…
Descriptors: Computers, Computer Networks, Student Attitudes, Computer Attitudes
Robertson, Judy; Good, Judith – TechTrends: Linking Research & Practice to Improve Learning, 2005
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Descriptors: Games, Computers, Foreign Countries, Student Motivation