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Showing 1 to 15 of 18 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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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
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Sue Schroeder; Barbara L. Stewart; Olivia Johnson – Journal of STEM Outreach, 2024
DesignYOU! Code Camp is a grant-funded summer outreach camp designed to increase interest in coding and STEM careers among middle school students (6th - 8th graders) through an innovative, immersive summer camp experience. To make the concepts of coding more palpable, researchers incorporated fashion and retail allowing students to learn through…
Descriptors: STEM Education, Summer Programs, Outreach Programs, Coding
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David DeLiema; Ashley Hufnagle; Miguel Ovies-Bocanegra – British Journal of Educational Psychology, 2025
Background: Moments of failure during learning present a wide range of opportunities for growth. However, experimental research and meta reviews focused on failure and learning tend to target singular valued learning processes, such as efficient fixes or transfer of conceptual understanding. These analytical decisions conflict with research…
Descriptors: Middle School Students, Nonprofit Organizations, Summer Programs, Workshops
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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
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Strimel, Greg J.; Kim, Eunhye; Grubbs, Michael E.; Huffman, Tanner J. – International Journal of Technology and Design Education, 2020
Design within primary and secondary schools has been increasingly emphasized over the past decade. As a response to this increased interest, qualitative research examining students' cognitive processes involved in the practices of design has been on the rise. These studies have commonly employed the concurrent think-aloud research methodology to…
Descriptors: Meta Analysis, Elementary School Students, Secondary School Students, Cognitive Processes
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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
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Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
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Kynigos, Chronis; Grizioti, Marianthi – Informatics in Education, 2018
During the last decade, coding has come to the foreground of educational trends as a strong mean for developing students' Computational Thinking (or CT). However, there is still limited research that looks at coding and Computational Thinking activities through the lens of constructionism. In this paper, we discuss how the knowledge we already…
Descriptors: Coding, Computation, Educational Technology, Technology Uses in Education
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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
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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
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Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – International Journal of Game-Based Learning, 2014
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Descriptors: Programming, Educational Games, Early Adolescents, Coding
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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
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Worsley, Marcelo; Blikstein, Paulo – Journal of Pre-College Engineering Education Research, 2016
"Making" represents an increasingly popular label for describing a form of engineering design. While making is growing in popularity, there are still open questions about the strategies that students are using in these activities. Assessing and improving learning in making/ engineering design contexts require that we have a better…
Descriptors: Graduate Students, Secondary School Students, Engineering, Engineering Education
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