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Maciej M. Syslo – Informatics in Education, 2024
The first books in Polish about the Pascal programming language appeared in the late 1970s, and were soon followed by a Polish translation of Niklaus Wirth's book "Algorithms + Data Structures = Programs." At that time, many efforts were made to prepare teachers to teach informatics in schools, and Pascal was one of the topics taught,…
Descriptors: Programming Languages, Information Science Education, Algorithms, Foreign Countries
Chan, Shiau-Wei; Looi, Chee-Kit; Ho, Weng Kin; Kim, Mi Song – Journal of Educational Computing Research, 2023
The importance of computational thinking (CT) as a 21st-century skill for future generations has been a key consideration in the reforms of many national and regional educational systems. Much attention has been paid to integrating CT into the traditional subject classrooms. This paper describes a scoping review of learning tools for integrating…
Descriptors: Thinking Skills, 21st Century Skills, Teaching Methods, Research Reports
Lee, Eunsang – European Journal of Educational Research, 2020
The Arduino microcontroller enables ordinary people to perform professional tasks that only traditional engineering professionals could perform. Recently, several educational cases have been applied to primary and secondary schools, which is a desirable attempt to popularize engineering education. This study meta-analyzed the effects of…
Descriptors: Meta Analysis, Elementary Secondary Education, Engineering Education, Effect Size
Solin, Pavel; Roanes-Lozano, Eugenio – International Journal for Technology in Mathematics Education, 2020
Many mathematics educators are not aware of a strong connection that exists between the education of computer programming and mathematics. The reason may be that they have not been exposed to computer programming. This connection is worth exploring, given the current trends of automation and Industry 4.0. Therefore, in this paper we take a closer…
Descriptors: Computer Science Education, Mathematics Education, Programming Languages, Interdisciplinary Approach
von Wangenheim, Christiane Gresse; Hauck, Jean C. R.; Demetrio, Matheus Faustino; Pelle, Rafael; da Cruz Alves, Nathalia; Barbosa, Heliziane; Azevedo, Luiz Felipe – Informatics in Education, 2018
The development of computational thinking is a major topic in K-12 education. Many of these experiences focus on teaching programming using block-based languages. As part of these activities, it is important for students to receive feedback on their assignments. Yet, in practice it may be difficult to provide personalized, objective and consistent…
Descriptors: Programming Languages, Programming, Grading, Outcome Measures
Zurita, Adolfo R. – Journal of Biological Education, 2017
EvoluZion is a forward-in-time genetic simulator developed in Java and designed to perform real time simulations on the evolutionary history of virtual organisms. These model organisms harbour a set of 13 genes that codify an equal number of phenotypic features. These genes change randomly during replication, and mutant genes can have null,…
Descriptors: Computer Simulation, Teaching Methods, Evolution, Science Instruction
Israel, Maya; Wherfel, Quentin M.; Pearson, Jamie; Shehab, Saadeddine; Tapia, Tanya – TEACHING Exceptional Children, 2015
This article's focus is on including computing and computational thinking in K-12 instruction within science, technology, engineering, and mathematics (STEM) education, and to provide that instruction in ways that promote access for students traditionally underrepresented in the STEM fields, such as students with disabilities. Providing computing…
Descriptors: Elementary Secondary Education, Disabilities, Student Empowerment, Computer Science Education
Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn – ACM Transactions on Computing Education, 2010
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
Nelson, Jennifer; Braafladt, Keith – ALA Editions, 2012
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is…
Descriptors: Programming Languages, Time Management, Computer Uses in Education, Public Libraries
Derntl, Michael; Parrish, Patrick; Botturi, Luca – International Journal on E-Learning, 2010
Instructional design and technology products result from many options and constraints. On the one hand, solutions should be creative, effective and flexible; on the other hand, developers and instructors need precise guidance and details on what to do during development and implementation. Communication of and about designs is supported by design…
Descriptors: Instructional Design, Educational Technology, Program Development, Vignettes
Louca, Loucas T.; Zacharia, Zacharias C.; Michael, Michalis; Constantinou, Constantinos P. – Journal of Educational Computing Research, 2011
The purpose of this study was to develop a framework for analyzing and evaluating student-constructed models of physical phenomena and monitoring the progress of these models. Moreover, we aimed to examine whether this framework could capture differences between models created using different computer-based modeling tools; namely, computer-based…
Descriptors: Foreign Countries, Programming, Classification, Student Evaluation
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Castledine, Alanah-Rei; Chalmers, Chris – Design and Technology Education, 2011
With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the…
Descriptors: Foreign Countries, Problem Solving, Grade 6, Relevance (Education)
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min – International Journal of Science and Mathematics Education, 2010
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Computer Simulation
Tangney, Brendan; Oldham, Elizabeth; Conneely, Claire; Barrett, Stephen; Lawlor, John – IEEE Transactions on Education, 2010
This paper describes a model for computer programming outreach workshops aimed at second-level students (ages 15-16). Participants engage in a series of programming activities based on the Scratch visual programming language, and a very strong group-based pedagogy is followed. Participants are not required to have any prior programming experience.…
Descriptors: Foreign Countries, Computer Software, Programming Languages, Computer Science Education
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