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Showing 121 to 135 of 147 results Save | Export
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Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
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Weintrop, David; Wilensky, Uri – Informatics in Education, 2014
Research on the effectiveness of introductory programming environments often relies on post-test measures and attitudinal surveys to support its claims; but such instruments lack the ability to identify any explanatory mechanisms that can account for the results. This paper reports on a study designed to address this issue. Using Noss and Hoyles'…
Descriptors: Programming, Programming Languages, Introductory Courses, Constructivism (Learning)
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Boutnaru, Shlomi; Hershkovitz, Arnon – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2015
In recent years, schools (as well as universities) have added cyber security to their computer science curricula. This topic is still new for most of the current teachers, who would normally have a standard computer science background. Therefore the teachers are trained and then teaching their students what they have just learned. In order to…
Descriptors: Computer Software, Computer Security, Programming Languages, Computer Science Education
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Berland, Matthew; Martin, Taylor; Benton, Tom; Smith, Carmen Petrick; Davis, Don – Journal of the Learning Sciences, 2013
Many have suggested that tinkering plays a critical role in novices learning to program, and recent work in learning analytics (Baker & Yacef, 2009 Blikstein, 2011) allows us to describe new relationships in the process. Using learning analytics, we explore how students progress from exploration, through tinkering, to refinement, a pathway…
Descriptors: Learning Processes, Data Collection, Novices, Females
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Magerko, Brian; Freeman, Jason; McKlin, Tom; Reilly, Mike; Livingston, Elise; McCoid, Scott; Crews-Brown, Andrea – ACM Transactions on Computing Education, 2016
This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts. EarSketch has been employed in both formal and informal settings, yielding significant positive results in student content…
Descriptors: Art Education, STEM Education, Computer Science Education, Disproportionate Representation
Lee, Nancy – ProQuest LLC, 2013
The current study explored the differential effects of two learning strategies, self-explanation and reading questions and answers, on students' test performance in the computer programming language JavaScript. Students' perceptions toward the two strategies as to their effectiveness in learning JavaScript was also explored by examining students'…
Descriptors: Programming Languages, Tests, Student Attitudes, Tutoring
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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
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Doukakis, Spyros; Giannakos, Michail N.; Koilias, Christos; Vlamos, Panayiotis – Informatics in Education, 2013
This paper presents results of a questionnaire focused on investigating students' confidence and behavioral intention in the area of programming, particularly that of structures, problem solving, and programming commands (Conditional--Loop). Responses from 116 1st year students regarding informatics were used. The results indicate that the…
Descriptors: Foreign Countries, Programming, Computer Science Education, Problem Solving
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Minichino, Mario; Berson, Michael J. – SRATE Journal, 2012
This article is an exploration of the available applications for speech to speech real-time translation software for use in the classroom. Three different types of machine language translation (MLT) software and devices are reviewed for their features and practical application in secondary education classrooms.
Descriptors: Translation, Computer Software, Courseware, Computational Linguistics
Burke, William Quinn – ProQuest LLC, 2012
As the so-called "digital natives" of the 21st century, children's fluency with web-based technologies is often assumed to be the natural and inevitable extension of living on a "new digital frontier". However, a growing body of research is increasingly questioning this widespread assumption about children's capacity…
Descriptors: Story Telling, Educational Technology, Web 2.0 Technologies, Computer Literacy
Fadjo, Cameron Lawrence – ProQuest LLC, 2012
Two studies were conducted to examine the use of grounded embodied pedagogy, construction of Imaginary Worlds (Study 1), and context of instructional materials (Study 2) for developing learners' Computational Thinking (CT) Skills and Concept knowledge during the construction of digital artifacts using Scratch, a block-based programming…
Descriptors: Computation, Thinking Skills, Concept Formation, Instruction
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Kolling, Michael – ACM Transactions on Computing Education, 2010
Greenfoot is an educational integrated development environment aimed at learning and teaching programming. It is aimed at a target audience of students from about 14 years old upwards, and is also suitable for college- and university-level education. Greenfoot combines graphical, interactive output with programming in Java, a standard, text-based…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
Jenkins, Craig William – Online Submission, 2012
In the 1960s, the MIT (Massachusetts Institute of Technology) developed a programming language called LOGO. Underpinning this invention was a profound new philosophy of how learners learn. This paper reviews research in the area and asks how one notion in particular, that of a microworld, may be used by secondary school educators to build powerful…
Descriptors: Programming Languages, Programming, STEM Education, Secondary School Science
Baudino, Frank, Ed.; Johnson, Carolyn, Ed.; Young, Natasha, Ed.; Weese, Bailey, Ed. – Online Submission, 2018
Sixteen scholarly papers and twenty abstracts comprise the content of the eighteenth annual Brick & Click Libraries Conference, held annually at Northwest Missouri State University in Maryville, Missouri. The proceedings, authored by academic librarians and presented at the conference, portray the contemporary and future face of librarianship.…
Descriptors: Academic Libraries, Inclusion, Homosexuality, Sexual Orientation
Nelson, Jennifer; Braafladt, Keith – ALA Editions, 2012
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is…
Descriptors: Programming Languages, Time Management, Computer Uses in Education, Public Libraries
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