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Krajcsi, Attila; Csapodi, Csaba; Stettner, Eleonóra – Interactive Learning Environments, 2021
An educational computer game is presented, used for beginner students to introduce some basic concepts of code execution and code writing. In this mini-language microworld game, a code should be written with which a robot can escape from a procedurally generated labyrinth. The game uses a simple language and utilizes a virtual environment, where…
Descriptors: Educational Games, Computer Games, Programming, Computer Science Education
Baker-Doyle, Kira J. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
This article is a commentary essay that uses the connected learning framework (Ito et al., 2013) as a lens to explore the relationship between making, coding, and critical literacy in the context of literacy teacher education. Critical literacy theorists have argued that it is important to understand the perspective and positionality of an author…
Descriptors: Coding, Programming, Computer Science Education, Reflection
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Grizioti, Marianthi; Kynigos, Chronis – British Journal of Educational Technology, 2021
In this paper, we discuss the need for new approaches to research regarding coding to support students in developing practices in computational thinking, such as abstraction and decomposition, in multidisciplinary contexts. We explore students' activities with a tool integrating constructionist textual programming activity with game-based learning…
Descriptors: Computer Games, Thinking Skills, Interdisciplinary Approach, Coding
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Threekunprapam, Arinchaya; Yasri, Pratchayapong – European Journal of Educational Research, 2020
Using unplugged coding activities to promote computational thinking (CT) among secondary learners has become increasingly popular. Benefits of using unplugged coding activities involve the cost-effective implementation, the ability to promote computer science concepts and self-efficacy in learning computer programming, and the engaging nature of…
Descriptors: Thinking Skills, Independent Study, High School Students, Coding
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
Hunter, Jane; Fitzgerald, Terry – Journal of Computers in Mathematics and Science Teaching, 2021
In a study on digital game-based learning in five high-poverty elementary schools in the Philippines, the teachers' professional development experiences were investigated. Research conducted for the study was part of a university-industry partnership with the developer of a new platform designed to give teachers and students experience of…
Descriptors: Professional Development, Elementary School Teachers, Poverty, Disadvantaged Schools
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
Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – International Journal of Game-Based Learning, 2014
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Descriptors: Programming, Educational Games, Early Adolescents, Coding
Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
Wilson, Amanda; Hainey, Thomas; Connolly, Thomas M. – International Journal of Game-Based Learning, 2013
Newer approaches such as games-based learning (GBL) and games-based construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of empirical evidence supporting their validity as teaching and learning approaches. To address this issue…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education