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Robert J. Volpe; Emily Hill; Amy M. Briesch; Isabella Leiwant – School Psychology Review, 2025
A systematic review was conducted using PsychInfo, ERIC, and Google Scholar using the terms "classroom" and "direct observation". The search yielded 1,006 articles published between 1935 and 2022 with a total of seven observation codes (Behavioral Observation of Students in Schools, Classroom Observation of Engagement,…
Descriptors: Student Behavior, Learner Engagement, Behavior Problems, Interpersonal Relationship
Selena Steinberg; Melissa Gresalfi; Lauren Vogelstein; Corey Brady – Journal of Research on Technology in Education, 2024
This paper considers how a curricular design that integrated computer programming and creative movement shaped students' engagement with computing. We draw on data from a camp for middle schoolers, focusing on an activity in which students used the programming environment NetLogo to re-represent their physical choreography. We analyze the extent…
Descriptors: Dance, Programming, Computation, Computer Simulation
Selçuk Dogan; Mete Akcaoglu – Teacher Education Quarterly, 2024
Learning computer science (CS) is increasingly becoming a necessary component of K-12 education, but in most cases, teachers do not have either the essential knowledge to teach or a curriculum to follow. In this article, we analyze the outcomes from a yearlong, blended professional development (PD) program to teach teachers game design and coding…
Descriptors: Disproportionate Representation, Blended Learning, Professional Development, Computer Science
Joseph S. Kozlowski – ProQuest LLC, 2022
Tangible coding toys have been promulgated as useful learning tools for young children to learn computer science and mathematics concepts and skills. Although research shows coding toys can support mathematics for early childhood aged children, little is known about the specific design features of coding toys that afford mathematical thinking…
Descriptors: Kindergarten, Young Children, Coding, Toys
Adam V. Maltese; Kelli M. Paul; Bárbara Yarza; Lauren Penney – Educational Technology Research and Development, 2024
In this manuscript, we describe a coding club we created and implemented during the COVID-19 pandemic. We were purposeful in creating the club to: (a) focus on design and problem solving as the basis for learning computer coding and (b) include elements to improve the engagement of girls. We ran multiple iterations of a Girls Design with Code Club…
Descriptors: Clubs, Females, Design, Problem Solving
Editorial Projects in Education, 2024
Hands-on activities help spark student curiosity and deepen understanding for better learning outcomes. This Spotlight will help readers learn more about reducing student ambivalence towards math class; examine proven strategies for reengaging students; examine how coding and social-emotional learning (SEL) can improve engagement and deepen…
Descriptors: Learner Engagement, Experiential Learning, Outcomes of Education, Mathematics Education
Todd Cherner; David Russo – Journal of Educational Multimedia and Hypermedia, 2022
Creation-based augmented reality platforms (CB-ARPs) are an emerging technology that allows users to design, develop, and deliver content in the form of augmented reality without having to code. Though researchers have found AR to be motivational and engaging to students, they are only beginning to determine if it results in higher levels of…
Descriptors: Computer Simulation, Technology Uses in Education, Technology Integration, Learner Engagement
Ishihara, Makio; Rattanachinalai, Pongpun – Education and Information Technologies, 2022
This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of…
Descriptors: Computer Science Education, Programming, Novices, Task Analysis
Forrester, Chiara; Schwikert, Shane; Foster, James; Corwin, Lisa – CBE - Life Sciences Education, 2022
The ability to program in R, an open-source statistical program, is increasingly valued across job markets, including ecology. The benefits of teaching R to undergraduates are abundant, but learning to code in R may induce anxiety for students, potentially leading to negative learning outcomes and disengagement. Anecdotes suggest a gender…
Descriptors: Undergraduate Students, Coding, Programming Languages, Anxiety
Masoumeh Bagheri-Nesami; Mahsa Kamali; Amirabbas Mollaei – Smart Learning Environments, 2025
Nurses acknowledge that their understanding of the shortcomings in the utilization of medical devices stems from insufficient knowledge about their correct usage. The use of Quick Response (QR) technology has paved a new gateway for accessing information and resources. The available evidence confirmed the usefulness of QR codes for use in clinical…
Descriptors: Medical Services, Handheld Devices, Knowledge Level, Clinical Experience
Zhizezhang Gao; Haochen Yan; Jiaqi Liu; Xiao Zhang; Yuxiang Lin; Yingzhi Zhang; Xia Sun; Jun Feng – International Journal of STEM Education, 2025
Background: With the increasing interdisciplinarity between computer science (CS) and other fields, a growing number of non-CS students are embracing programming. However, there is a gap in research concerning differences in programming learning between CS and non-CS students. Previous studies predominantly relied on outcome-based assessments,…
Descriptors: Computer Science Education, Mathematics Education, Novices, Programming
Dawar, Deepak – Journal of Information Systems Education, 2023
For most beginners, learning computer programming is a complex undertaking. Demotivation and learned helplessness have been widely reported. In addition to the subject's complexity, low in-class involvement has been linked to poor student performance. This work introduces a novel instructional technique called Student-Driven Probe Instruction…
Descriptors: Computer Science Education, Programming, Introductory Courses, Teaching Methods
Buditjahjanto, I. Gusti Putu Asto – Journal of Technology and Science Education, 2022
The use of simulation tools has been widely used to learn something. Simulation tools have the advantage of imitating a process similar to the actual situation. But there are only a few researches that examine the students' engagement in using simulation tools in the learning process so that it affects the student learning outcomes. This research…
Descriptors: Computer Interfaces, Computer Simulation, Computer Uses in Education, Electronic Learning
Atsushi Miyaoka; Lauren Decker-Woodrow; Nancy Hartman; Barbara Booker; Erin Ottmar – Grantee Submission, 2023
More than ever in the past, researchers have access to broad, educationally relevant text data from sources such as literature databases (e.g., ERIC), an open-ended response from online courses/surveys, online discussion forums, digital essays, and social media. These advances in data availability can dramatically increase the possibilities for…
Descriptors: Coding, Models, Qualitative Research, Focus Groups
Allison Master; Daijiazi Tang; Desiree Forsythe; Taylor M. Alexander; Sapna Cheryan; Andrew N. Meltzoff – Grantee Submission, 2023
Learning coding during early childhood is an effective way for children to practice computational thinking. Aspects of children's motivation can increase the likelihood that children approach computational thinking activities with enthusiasm and deep engagement. Gender inequities may interfere with children's readiness to take advantage of…
Descriptors: Coding, Gender Differences, Equal Education, Computer Science Education