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Lin, Yi-Ling; Chien, Shih-Yi; Su, Wei-Cheng; Hsiao, Sharon Ihan – Education and Information Technologies, 2023
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention,…
Descriptors: Programming, Game Based Learning, Concept Formation, Learner Engagement
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Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
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Tikva, Christina; Tambouris, Efthimios – Education and Information Technologies, 2023
Teaching and learning Computational Thinking (CT) is at the forefront of educational interest. In the process of teaching and learning CT, learning strategies and tools play an important role. Efforts have been made to apply several learning strategies for teaching Computational Thinking. Among them, game-based learning and scaffolding are widely…
Descriptors: Programming, Game Based Learning, Computation, Thinking Skills
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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
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Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers
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Hu, Yue; Su, Chien-Yuan; Fu, Anna – Education and Information Technologies, 2022
In recent years, increased attention has been given to programming instruction for primary and secondary students. Several game-based programming learning platforms, such as Code.org, Lightbot, and Run Marco, have been created to offer enticing, enjoyable, and visualizable programming learning conditions that facilitate student interest and…
Descriptors: Game Based Learning, Programming, Computer Science Education, Student Attitudes
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Ozyurt, Ozcan; Ozyurt, Hacer – Education and Information Technologies, 2023
Computational thinking (CT) has started to attract attention as an important research topic in recent years. It is important to describe the CT field in detail and to determine the research interests and trends of studies in this field. In this most comprehensive and first topic modeling based study in the field of CT, it was aimed to determine…
Descriptors: Computation, Thinking Skills, Educational Trends, Educational Research
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Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
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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
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Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
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Ng, Davy Tsz Kit; Lee, Min; Tan, Roy Jun Yi; Hu, Xiao; Downie, J. Stephen; Chu, Samuel Kai Wah – Education and Information Technologies, 2023
In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term "AI literacy". However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technological Literacy, Literacy Education