Publication Date
In 2025 | 2 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Coding | 4 |
Design | 4 |
Foreign Countries | 3 |
Problem Solving | 2 |
21st Century Skills | 1 |
Academic Achievement | 1 |
Academically Gifted | 1 |
Achievement Tests | 1 |
Active Learning | 1 |
Barriers | 1 |
Case Studies | 1 |
More ▼ |
Source
Education and Information… | 4 |
Author
Aleksandar Kovacevic | 1 |
Demirbilek, Muhammet | 1 |
Erdal Taslidere | 1 |
Haukijärvi, Ilkka | 1 |
Ibrahim Bozan | 1 |
Jelena Slivka | 1 |
Jäminki, Seija | 1 |
Lee, Hyangeun | 1 |
Luka Doric | 1 |
Mavengere, Nicholas Blessing | 1 |
Nikola Luburic | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Grade 3 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
Ibrahim Bozan; Erdal Taslidere – Education and Information Technologies, 2025
Coding and digital game design activities have been used in recent years to contribute to students' academic achievement and twenty-first century skills. This study aimed to investigate the effect of the 5E model enriched with coding and digital game design activities (5EECD) on gifted students' academic achievement and problem-solving skills. A…
Descriptors: Models, Coding, Computer Games, Educational Games
Shim, Hyoyoung; Lee, Hyangeun – Education and Information Technologies, 2022
Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught because of the lack of relevant educational content at middle and high school levels. This study investigates the effect of design education using VR-based coding on students' competence and…
Descriptors: Design, Computer Simulation, Coding, Competence
Stockleben, Björn; Thayne, Martyn; Jäminki, Seija; Haukijärvi, Ilkka; Mavengere, Nicholas Blessing; Demirbilek, Muhammet; Ruohonen, Mikko – Education and Information Technologies, 2017
The OnCreate project was initiated by ten universities with expertise in collaborative work in online-based learning environments and explores the specific challenges of implementing university courses in creative disciplines in such an environment. The first research phase comprises a literature search on creativity and its contextual factors in…
Descriptors: Online Courses, Cooperation, Higher Education, Barriers