Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Computation | 5 |
Mixed Methods Research | 5 |
Programming | 5 |
Computer Science Education | 4 |
Thinking Skills | 4 |
Cooperative Learning | 3 |
Computer Simulation | 2 |
Constructivism (Learning) | 2 |
Data Collection | 2 |
Design | 2 |
Educational Games | 2 |
More ▼ |
Author
Altanis, Ioannis | 1 |
Cetin, Ibrahim | 1 |
Hatley, Leshell April Denise | 1 |
Heffernan, John | 1 |
Pellas, Nikolaos | 1 |
Peroutseas, Efstratios | 1 |
Petropoulou, Ourania | 1 |
Retalis, Symeon | 1 |
Sullivan, Florence R. | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Dissertations/Theses -… | 1 |
Information Analyses | 1 |
Tests/Questionnaires | 1 |
Education Level
Secondary Education | 2 |
Elementary Secondary Education | 1 |
High Schools | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Greece | 1 |
Greece (Athens) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cetin, Ibrahim – Journal of Educational Computing Research, 2016
Computational thinking has been gaining new impetus in the academic community and in K-12 level education. Scratch is a visual programming environment that can be utilized to teach and learn introductory computing concepts. There are some studies investigating the effectiveness of Scratch for K-12 level education. However, studies that have been…
Descriptors: Preservice Teachers, Preservice Teacher Education, Computation, Programming
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Hatley, Leshell April Denise – ProQuest LLC, 2016
Today, most young people in the United States (U.S.) live technology-saturated lives. Their educational, entertainment, and career options originate from and demand incredible technological innovations. However, this extensive ownership of and access to technology does not indicate that today's youth know how technology works or how to control and…
Descriptors: Programming, Thinking Skills, Computation, Informal Education
Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania – Education Sciences, 2018
During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…
Descriptors: Foreign Countries, Secondary School Students, Educational Games, Thinking Skills
Sullivan, Florence R.; Heffernan, John – Journal of Research on Technology in Education, 2016
This article presents a systematic review of research related to the use of robotics construction kits (RCKs) in P-12 learning in the STEM disciplines for typically developing children. The purpose of this review is to configure primarily qualitative and mixed methods findings from studies meeting our selection and quality criterion to answer the…
Descriptors: Robotics, Manipulative Materials, STEM Education, Elementary Secondary Education