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Mayowa Oyedoyin; Ismaila Temitayo Sanusi; Musa Adekunle Ayanwale – Computer Science Education, 2025
Background and Context: Recognizing that digital technologies can enable economic transformation in Africa, computing education has been considered a subject relevant for all within the compulsory level of education. The implementation of the subject in many schools is, however, characterized by a myriad of challenges, including pedagogical…
Descriptors: Elementary School Students, Student Attitudes, Internet, Coding
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Andreas Larsson; Karin Stolpe – International Journal of Technology and Design Education, 2024
In recent years, subject content such as programming and digital literacy has become an integral part of technology education. However, research shows that many programming teachers lack sufficient formal education to teach programming and show disparate educational and professional experiences. This study investigates how three teachers'…
Descriptors: Knowledge Base for Teaching, Teacher Characteristics, Digital Literacy, Technology Education
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Evans, Theodore A.; Beran, Michael J. – Cognition, 2012
Prospective memory (PM) involves forming intentions, retaining those intentions, and later executing those intended responses at the appropriate time. Few studies have investigated this capacity in animals. Monkeys performed a computerized task that assessed their ability to remember to make a particular response if they observed a PM cue embedded…
Descriptors: Memory, Stimuli, Intention, Investigations
Funahashi, Atsushi; Gruebler, Anna; Aoki, Takeshi; Kadone, Hideki; Suzuki, Kenji – Journal of Autism and Developmental Disorders, 2014
We quantitatively measured the smiles of a child with autism spectrum disorder (ASD-C) using a wearable interface device during animal-assisted activities (AAA) for 7 months, and compared the results with a control of the same age. The participant was a 10-year-old boy with ASD, and a normal healthy boy of the same age was the control. They…
Descriptors: Statistical Analysis, Children, Pervasive Developmental Disorders, Autism
Wilson, Hope E. – Journal of Advanced Academics, 2015
There is a dearth of research regarding young children with high intellectual abilities, particularly research involving the direct observation of children in naturalistic settings. The current study examines 2 years of observations of young children (aged 37-71 months; n = 34) at an early childhood facility. The children were observed during the…
Descriptors: Play, Observation, Young Children, Early Childhood Education
Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
Olswang, Lesley B.; Svensson, Liselotte; Coggins, Truman E.; Beilinson, Jill S.; Donaldson, Amy L. – Journal of Speech, Language, and Hearing Research, 2006
Purpose: To explore the utility of time-interval analysis for documenting the reliability of coding social communication performance of children in classroom settings. Of particular interest was finding a method for determining whether independent observers could reliably judge both occurrence and duration of ongoing behavioral dimensions for…
Descriptors: Reliability, Coding, Intervals, Kindergarten

Canfield, Merle L.; And Others – Journal of Consulting and Clinical Psychology, 1991
Introduces computerized coding procedure that rates words and utterances in terms of emotion, cognition, and contract, as well as contingency method of analyzing verbal interactions. Rating procedure and contingency correlation analyses using transcripts of sessions conducted by three therapists with one client found that therapists' utterances…
Descriptors: Affective Behavior, Coding, Cognitive Processes, Computers
Shaw, Rebecca; Grayson, Andy; Lewis, Vicky – Journal of Attention Disorders, 2005
Contrary to empirical reports of inhibitory dysfunction in ADHD, parental reports suggest that when playing computer games, the inhibitory abilities of children with ADHD are unimpaired. This small-scale preliminary investigation into this phenomenon looks at inhibition of an ongoing response and activity exhibited by children with ADHD between 6…
Descriptors: Performance Tests, Attention Deficit Disorders, Inhibition, Hyperactivity