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Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
Kammer, Jenna; Hays, Lauren – Education Libraries, 2021
This overview demonstrates the need for school librarians to consider supplementing coding instruction with ethical discussions. School librarians are increasingly incorporating coding into library instruction through play, tutorials, collaboration in content areas, and design thinking projects. To enhance students' ethical decision making and…
Descriptors: School Libraries, Ethical Instruction, Programming, Computer Science Education
Presicce, Carmelo; Jain, Rupal; Rodeghiero, Carolina; Gabaree, Lily E.; Rusk, Natalie – Information and Learning Sciences, 2020
Purpose: Many educators currently face challenges when trying to engage students in creative learning experiences online, where it can be particularly difficult to move beyond the transmissive approach typical of video lessons and webinars. The purpose of this paper is to present WeScratch, online workshops designed as welcoming, playful and…
Descriptors: Inclusion, Play, Cooperative Learning, Creativity
American Journal of Play, 2019
Rosemarie T. Truglio is the senior vice president of curriculum and content at Sesame Workshop, where she is responsible for the development of the interdisciplinary curriculum on which "Sesame Street" is based, and oversees content development across platforms such as television, publishing, toys, home video, and theme park activities.…
Descriptors: Play, Learning Processes, Workshops, Interdisciplinary Approach
Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
Medina, Carmen Liliana; Costa, María del Rocío; Soto, Nayda – Early Years: An International Journal of Research and Development, 2017
In this paper, we present a collaboration project within one urban Puerto Rican classroom, focused on constructing a critical literacy inquiry curriculum grounded in the students' out-of-school literacy practices in their communities, including their experiences with media and popular culture. We focused on a critical literacy and media inquiry…
Descriptors: Popular Culture, Critical Literacy, Drama, Play
Pepper, Stephanie Puckett – Forum on Public Policy Online, 2015
Increasingly, technology plays an important role in the daily lives of children, both at home and at school. Making informed decisions about the wise application and frequency of technology and media use can be both challenging and overwhelming for parents, caregivers and educators. Many issues surround the unwise use of technology and media by…
Descriptors: Technology Uses in Education, Infants, Children, Parent Role
Majgaard, Gunver – Electronic Journal of e-Learning, 2014
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Descriptors: Design, Computer Games, Programming, Computer Science Education
Harrison, Cathie – Australasian Journal of Early Childhood, 2011
Early childhood education in Australia is currently undergoing a period of change and renewal. Times of change offer opportunities to revisit the perspectives of the past, to respond to current choices and challenges, and explore future opportunities within the national provision of early childhood care and education. Such opportunities also exist…
Descriptors: Play, Early Childhood Education, Young Children, Educational Change
Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory

Levin, Diane E.; Carlsson-Paige, Nancy – Young Children, 1994
Outlines the effects of the deregulation of television advertising and marketing on children's play and behavior. Discusses what early childhood educators can do to counteract these effects. (HTH)
Descriptors: Advertising, Commercial Television, Early Childhood Education, Evaluation Criteria
Wyeth, Peta; Purchase, Helen – Information Technology in Childhood Education Annual, 2002
Electronic Blocks are a new programming environment designed specifically for children between three and eight years of age. As such, the design of the Electronic Block environment is firmly based on principles of developmentally appropriate practices in early childhood education. Electronic Blocks are the physical embodiment of computer…
Descriptors: Early Childhood Education, Preschool Children, Children, Developmentally Appropriate Practices
Harrison, Cathie – Australian Journal of Early Childhood, 2004
The notion of excellence in early childhood education is increasingly recognised as both subjective and problematic. The search for excellence can be, however, a motivating force for those committed to providing experiences that enrich and enhance the lives of young children within diverse Australian communities. This commitment is shared by the…
Descriptors: Play, Early Childhood Education, Young Children, Program Content