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Murat Adnan Tamer; Nesrin Özdener – Online Submission, 2023
Physical programming (PP) is defined as the design of interactive physical systems between the real and virtual worlds using a combination of software and hardware. A physical programming platform (PPP) defines a structure that includes hardware and software where such applications can be made. The aim of this study is to introduce the MIDEP…
Descriptors: Programming, Computer Science Education, Kindergarten, Elementary Secondary Education
Fees, Rachel E.; da Rosa, Jennifer A.; Durkin, Sarah S.; Murray, Mark M.; Moran, Angela L. – Online Submission, 2018
The United States Naval Academy (USNA) STEM Center for Education and Outreach addresses an urgent Navy and national need for more young people to pursue careers in STEM fields through world-wide outreach to 17,000 students and 900 teachers per year. To achieve this mission, the STEM Center has developed a hands-on and inquiry-based methodology to…
Descriptors: Computer Science Education, STEM Education, Computer Security, Experiential Learning
Karaahmetoglu, Kübra; Korkmaz, Özgen – Online Submission, 2019
The aim of this study is to investigate the effects of project-based Arduino educational robot applications on students' computational thinking skills and their perception of STEM skill levels. The study group consists of 6th grade students from 2 different secondary schools from Turkey. Within the scope of the research, classes were assigned to…
Descriptors: Robotics, Thinking Skills, Programming, Student Projects
Jenkins, Craig William – Online Submission, 2012
In the 1960s, the MIT (Massachusetts Institute of Technology) developed a programming language called LOGO. Underpinning this invention was a profound new philosophy of how learners learn. This paper reviews research in the area and asks how one notion in particular, that of a microworld, may be used by secondary school educators to build powerful…
Descriptors: Programming Languages, Programming, STEM Education, Secondary School Science
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games