Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Educational Technology… | 5 |
Author
An, Yun-Jo | 1 |
Caifeng Zhu | 1 |
Chang, Chung-Pu | 1 |
Chee-Kit Looi | 1 |
Chen, Jhen-Han | 1 |
Chen, Jyun-Chen | 1 |
Chengcong Zhu | 1 |
Chien, Yu-Hung | 1 |
Chung, Guang-Han | 1 |
Dan Sun | 1 |
Hsiao, Hsien-Sheng | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Secondary Education | 5 |
Elementary Education | 2 |
High Schools | 2 |
Middle Schools | 2 |
Elementary Secondary Education | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
Junior High Schools | 1 |
Audience
Location
China | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Dan Sun; Chee-Kit Looi; Yan Li; Chengcong Zhu; Caifeng Zhu; Miaoting Cheng – Educational Technology Research and Development, 2024
In the current era where computational literacy holds significant relevance, a growing number of schools across the globe have placed emphasis on K-12 programming education. This field of education primarily comprises two distinct modalities--the block-based programming modality (BPM) and the text-based programming modality (TPM). Previous…
Descriptors: Programming, Student Behavior, Thinking Skills, Computation
Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Chen, Jhen-Han; Chien, Yu-Hung; Chang, Chung-Pu; Chung, Guang-Han – Educational Technology Research and Development, 2023
Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers…
Descriptors: Gamification, Models, High School Students, Programming
Qing Li; Mahnaz Moallem; Jeremy Boettinger; Qijie Cai; Michael Levi – Educational Technology Research and Development, 2025
Aiming to promote equity in computing, this study proposes an educational model that offers an alternative approach to inspire K-12 students to become interested in CS and develop their computational thinking (CT) skills. It also examines the experience of marginalized students during the COVID pandemic in a learning environment grounded in the…
Descriptors: Equal Education, Student Experience, COVID-19, Pandemics
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9