Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Case Studies | 3 |
Coding | 3 |
Computer Games | 3 |
Computer Software | 2 |
Adolescent Attitudes | 1 |
African American Students | 1 |
Animation | 1 |
Charter Schools | 1 |
Communities of Practice | 1 |
Computer Mediated… | 1 |
Concept Formation | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Grade 6 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hagge, Julia – English Teaching: Practice and Critique, 2021
Purpose: The purpose of this paper is to examine the ways in which early adolescent programmers embed meaning in their digital media created within an online programming community called Scratch. Design/methodology/approach: The author completed an 18-month descriptive case study with 5 early adolescent participants. The research design included a…
Descriptors: Semiotics, Programming Languages, Social Media, Computer Software
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education