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Akcaoglu, Mete; Dogan, Selcuk; Hodges, Charles B. – TechTrends: Linking Research and Practice to Improve Learning, 2022
In this paper, we describe the design, development, and implementation of a curriculum based on teaching computer science using an industry-standard game-design software: Unity 3D. We discuss the theoretical underpinnings of our instructional design process and steps we have taken to introduce complexity and maintain student motivation. We discuss…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Implementation, Coding
Grantee Submission, 2024
Recruiting schools to participate in research projects has become increasingly challenging in the past several years. Research in schools was next-to-impossible during the COVID-19 pandemic, and the aftermath of the pandemic has made research a lower priority for schools trying to regain COVID-related academic losses. The School Recruitment…
Descriptors: Research Projects, COVID-19, Pandemics, Guides
Deniz, Hasan; Kaya, Erdogan; Yesilyurt, Ezgi; Newley, Anne; Lin, Emily – Journal of Learning and Teaching in Digital Age, 2021
Science, Technology, Engineering, and Mathematics (STEM) entered the general lexicon in the United States within the last ten years. Both Presidents Obama and Trump emphasized STEM education as a priority for the United States because the number of college graduates with STEM degrees is perceived as an important factor contributing to the global…
Descriptors: STEM Education, Science Programs, Robotics, Interdisciplinary Approach
Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
Love, Tyler S.; Bhatty, Abraham – Technology and Engineering Teacher, 2019
Within the past few years there has been an increasing emphasis on making computer science (CS) more accessible for all K-12 students. In 2013 there were 12 states that allowed CS courses to count towards high school graduation, and in 2018 that number had grown to 35 states plus the District of Columbia (Code.org, 2018). Due to the increasing…
Descriptors: Computer Science Education, Engineering Education, Design, Elementary School Students
DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Vogel, Sara; Hoadley, Christopher; Castillo, Ana Rebeca; Ascenzi-Moreno, Laura – Computer Science Education, 2020
Background and Context: In this theory paper, we explore the concept of translanguaging from bilingual education, and its implications for teaching and learning programming and computing in especially computer science (CS) for all initiatives. Objective: We use translanguaging to examine how programming is and isn't like using human languages. We…
Descriptors: Bilingual Education, Code Switching (Language), Computer Science Education, Programming Languages
Fronza, Ilenia; El Ioini, Nabil; Corral, Luis – ACM Transactions on Computing Education, 2017
Computational Thinking (CT) has been recognized as one of the fundamental skills that all graduates should acquire. For this reason, motivational concerns need to be addressed at an early age of a child, and reaching students who do not consider themselves candidates for science, technology, engineering, and mathematics disciplines is important as…
Descriptors: Teaching Methods, Computer Software, Thinking Skills, Computer Science Education
Agnello, Mary Frances; Araki, Naoko; Domenach, Florent – International Journal for Talent Development and Creativity, 2019
As Japanese Ministry of Education educational mandates for implementation by 2020 press on public school administrators, teachers, students, and communities, the Sustainable Programming Education proposes strategies for addressing English and programming education curricula in the elementary and middle schools. Sustainability resides in the…
Descriptors: Teaching Methods, Rural Areas, Programming, Computer Science Education
Celedón-Pattichis, Sylvia; LópezLeiva, Carlos Alfonso; Pattichis, Marios S.; Llamocca, Daniel – Cultural Studies of Science Education, 2013
There is a strong need in the United States to increase the number of students from underrepresented groups who pursue careers in Science, Technology, Engineering, and Mathematics. Drawing from sociocultural theory, we present approaches to establishing collaborations between computer engineering and mathematics/bilingual education faculty to…
Descriptors: Middle School Students, Disproportionate Representation, Educational Cooperation, Bilingual Education
Koch, Melissa; Gorges, Torie; Penuel, William R. – Afterschool Matters, 2012
"Co-design"--including youth development staff along with curriculum designers--is the key to developing an effective program that is both scalable and sustainable. This article describes Build IT, a two-year afterschool and summer curriculum designed to help middle school girls develop fluency in information technology (IT), interest in…
Descriptors: Females, Computers, Information Technology, Computer Science
Weston, Marla; Biin, Dianne – International Association for Development of the Information Society, 2013
The goal of the ANCESTOR program is to use digital storytelling as a means of promoting an interest in technology careers for Aboriginal learners, as well as increasing cultural literacy. A curriculum was developed and first tested with Aboriginal students at the LÁU,WELNEW Tribal School near Victoria, British Columbia, Canada. Based on feedback…
Descriptors: Foreign Countries, Story Telling, Computer Science Education, Canada Natives
Wolz, Ursula; Stone, Meredith; Pearson, Kim; Pulimood, Sarah Monisha; Switzer, Mary – ACM Transactions on Computing Education, 2011
To broaden participation in computing we need to look beyond traditional domains of inquiry and expertise. We present results from a demonstration project in which interactive journalism was used to infuse computational thinking into the standard curriculum and regular classroom experience at a middle school with a diverse population. Outcomes…
Descriptors: Expository Writing, Journalism Education, Computer Science Education, Demonstration Programs
Afterschool Alliance, 2013
This Afterschool Alert Issue Brief explores how afterschool programs are offering innovative, hands-on computing and engineering education opportunities. Both these subjects have emerged as priority areas within the "STEM" fields. Computing is one of the fastest growing industries, and yet current rates of college graduation in computer…
Descriptors: After School Programs, STEM Education, Program Effectiveness, Experiential Learning
Cavanagh, Sean – Education Week, 2007
Research shows that girls tend to lose interest in science and math as they move through the education pipeline--a retreat that often begins during middle school. Summer science camps can be part of reversing that trend, some say. Academic camps are on the rise across the country, including ones to get adolescent girls excited about the…
Descriptors: Science Interests, Science Careers, Neighborhoods, Engineering
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