Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 8 |
Descriptor
Computer Games | 8 |
Computer Science Education | 8 |
Foreign Countries | 5 |
Student Attitudes | 5 |
Teaching Methods | 5 |
Programming | 4 |
Computer Software | 3 |
Pretests Posttests | 3 |
Comparative Analysis | 2 |
Course Descriptions | 2 |
Design | 2 |
More ▼ |
Source
Author
Akcaoglu, Mete | 1 |
Cary Staples | 1 |
Craig D. Howard | 1 |
Fukazawa, Yoshiaki | 1 |
Green, Lucy Santos | 1 |
Isomöttönen, Ville | 1 |
Joseph, Anthony | 1 |
Kutlu, Birgul | 1 |
Kärkkäinen, Tommi | 1 |
Lakanen, Antti Jussi | 1 |
Lakanen, Antti-Jussi | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Tests/Questionnaires | 8 |
Reports - Research | 7 |
Reports - Descriptive | 1 |
Education Level
Middle Schools | 4 |
Secondary Education | 4 |
Higher Education | 3 |
Junior High Schools | 3 |
Postsecondary Education | 3 |
Elementary Education | 2 |
Grade 5 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Lakanen, Antti Jussi; Isomöttönen, Ville – Informatics in Education, 2018
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address; 31.5% responded the survey (n = 197). This data was then combined with…
Descriptors: Computer Science Education, Extracurricular Activities, Programming, Workshops
Akcaoglu, Mete; Green, Lucy Santos – Educational Technology Research and Development, 2019
In this mixed-methods study, we examined if students benefitted from a game design course offered during an enrichment hour in terms of gains in their system analysis and design skills. Students at a rural middle school in Southeast US (n = 19) attended a 1-hour game design course offered weekly during an academic enrichment class period, for the…
Descriptors: Systems Approach, Computer Games, Design, Rural Schools
Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
Craig D. Howard; Cary Staples; Sébastien Dubreil; Lisa C. Yamagata-Lynch – International Journal of Designs for Learning, 2016
In this design case, we present an instructional design project that resulted in a French language learning game development system. What we describe here is not the game itself, but rather the pedagogical intervention that created what the design team termed a mobile "application farm," which in turn produced the game. The term…
Descriptors: Instructional Design, Computer Software, Teaching Methods, Computer Games
Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
Lawler, James P.; Joseph, Anthony – Information Systems Education Journal, 2010
Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…
Descriptors: Computer Games, Simulated Environment, Teaching Methods, Graduate Students