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Barman, Linda; Kjällander, Susanne – Designs for Learning, 2022
This article shows conditions for how an educational digital tool can open doors to an increasingly playful world -- and address some of the issues with introducing digital maths in early childhood education. Guided by a design-based research approach, the multimodal design of the educational app-based game DigiMat was iteratively created by a…
Descriptors: Play, Programming, Game Based Learning, Handheld Devices
Utamachant, Piriya; Anutariya, Chutiporn; Pongnumkul, Suporn – Smart Learning Environments, 2023
Apart from good instructional design and delivery, effective intervention is another key to strengthen student academic performance. However, intervention has been recognized as a great challenge. Most instructors struggle to identify at-risk students, determine a proper intervention approach, trace and evaluate whether the intervention works.…
Descriptors: Intervention, Learning Analytics, Learning Management Systems, Programming
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
Andreas Larsson; Karin Stolpe – International Journal of Technology and Design Education, 2024
In recent years, subject content such as programming and digital literacy has become an integral part of technology education. However, research shows that many programming teachers lack sufficient formal education to teach programming and show disparate educational and professional experiences. This study investigates how three teachers'…
Descriptors: Knowledge Base for Teaching, Teacher Characteristics, Digital Literacy, Technology Education
Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
van der Meulen, Anna; Hartendorp, Mijke; Voorn, Wendy; Hermans, Felienne – ACM Transactions on Computing Education, 2023
Programming education is strongly emerging in elementary and high school. Diversity and inclusion are important topics, however, insights on suited programming materials for younger learners with visual impairments are lacking. A wide range of programming materials for children exists, diverse in both what is being programmed (output) and how this…
Descriptors: Foreign Countries, Blindness, Visual Impairments, Accessibility (for Disabled)
Rovshenov, Atajan; Sarsar, Firat – Journal of Educational Technology and Online Learning, 2023
This study examines the methodological dimensions of programming education articles published in educational sciences journals indexed in SSCI by exploring their general trends. To do this, 162 articles published between January 2012 and February 2020 in 30 international journals indexed in SSCI were analyzed with a systematic review method using…
Descriptors: Computer Science Education, Programming, Educational Trends, Trend Analysis
Beatriz Ortega-Ruipérez; Miguel Lázaro Alcalde – Interactive Learning Environments, 2023
Programming and robotics are resources that can be used as a learning tool for understanding content. However, some teachers are unmotivated due to preconceptions about their difficulties, which hinder their learning and subsequent application in the classroom. This study aims to determine the perception of 195 teachers teaching different grade…
Descriptors: Robotics, Programming, Teacher Attitudes, STEM Education
Alex Fegely; Cory Gleasman; Tammi Kolski – Educational Technology Research and Development, 2024
Computer science teaching standards for grades K-8 have been implemented in nearly all U.S. states, and the core subject area teachers (e.g., math, science, English, social studies) have been asked to integrate these standards into their instruction. Thus, it is important that K-8 pre-service teachers of all subjects are both prepared and…
Descriptors: Educational Technology, Robotics, Shared Resources and Services, Preservice Teacher Education
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
Tselegkaridis, Sokratis; Sapounidis, Theodosios – Education Sciences, 2021
Educational robotics (ER) seems to have a positive effect on students and, in many cases, might help them to successfully assimilate knowledge and skills. Thus, this paper focuses on ER and carries out a literature review on educational robotics simulators with Graphical User Interfaces (GUIs). The review searches for relevant papers which were…
Descriptors: Computer Simulation, Robotics, Educational Technology, Computer Interfaces
Sun, Lihui; Hu, Linlin; Zhou, Danhua – Journal of Computer Assisted Learning, 2021
Promoting the cultivation of computational thinking (CT) skills in programming activities has become a key issue in the K-12 curriculum, however, there is no unified conclusion on how to design programming activities to promote the acquisition of CT skills more effectively. The purpose of this study is to determine the effectiveness of using…
Descriptors: Elementary Secondary Education, Programming, Computation, Thinking Skills
Katchapakirin, Kantinee; Anutariya, Chutiporn; Supnithi, Thepchai – Education and Information Technologies, 2022
Computational Thinking (CT) has been formally incorporated into the National Curriculum of Thailand since 2017, where Scratch, a block-based visual programming language, has been widely adopted as CT learning environment for primary-level students. However, conducting hands-on coding activities in a classroom has caused substantial challenges…
Descriptors: Computation, Thinking Skills, Programming Languages, Foreign Countries
Miao, Dezhuang; Dong, Yu; Lu, Xuesong – International Educational Data Mining Society, 2020
In colleges, programming is increasingly becoming a general education course of almost all STEM majors as well as some art majors, resulting in an emerging demand for scalable programming education. To support scalable education, teaching activities such as grading and feedback have to be automated. Recently, online judge systems have been…
Descriptors: Programming, Prediction, Error Patterns, Models
Efremov, Aleksandr; Ghosh, Ahana; Singla, Adish – International Educational Data Mining Society, 2020
Intelligent tutoring systems for programming education can support students by providing personalized feedback when a student is stuck in a coding task. We study the problem of designing a hint policy to provide a next-step hint to students from their current partial solution, e.g., which line of code should be edited next. The state of the art…
Descriptors: Intelligent Tutoring Systems, Feedback (Response), Computer Science Education, Artificial Intelligence