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Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
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Tran, Yune – Journal of Educational Computing Research, 2019
The Computer Science Teachers Association has asserted that computational thinking equips students with essential critical thinking which allows them to conceptualize, analyze, and solve more complex problems. These skills are applicable to all content area as students learn to use strategies, ideas, and technological practices more effectively as…
Descriptors: Equal Education, Elementary School Students, Pretests Posttests, Computer Science Education
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Angeli, Charoula M.; Makridou, Eria – AERA Online Paper Repository, 2018
The paper examines how computational thinking can be taught to young children with the use of educational robotics using the kit LEGO WeDo. Computational thinking was measured in terms of four sub-skills, namely, sequencing, correspondence between actions and instructions, debugging, and flow of control. Students were assigned to an experimental…
Descriptors: Skill Development, Grade 3, Young Children, Elementary School Students
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Gil, Elizabeth – Journal of School Leadership, 2019
This article examines the perceptions of students who observed their adult family members' participation and also participated in Connection and Access through Technology (CAtT), a family-oriented community-based program that taught technology skills to adult family members of school-aged children. This qualitative study applies conceptions of…
Descriptors: Family Programs, Community Programs, Empowerment, Leadership
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Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents
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Forzani, Elena; Leu, Donald J. – Educational Forum, 2012
All students must start learning new literacies skills early if they are to gain the skills they will need as adults. Integrating these skills into classroom instruction at a young age is especially important for economically disadvantaged students. Moreover, the interactive nature of the Internet and other digital tools may hold special learning…
Descriptors: Internet, Young Children, Economically Disadvantaged, Elementary School Students
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Avtzon, Sarah Abitbol – Learning Disabilities: A Multidisciplinary Journal, 2012
Working memory, executive functions, and cognitive processes associated with specific academic areas, are empirically identified as being the core underlying cognitive deficits in students with specific learning disabilities. Using Hebb's theory of neuroplasticity and the principle of automaticity as theoretical bases, this experimental study…
Descriptors: Thinking Skills, Learning Disabilities, Control Groups, Experimental Groups
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Churchill, Daniel; Khoo, Kay Yong – Journal of International Education Research, 2012
This paper reports on case studies of four primary school children and their digital practices in Hong Kong. The study explored how the participating children view and represent through digital text in the context of their out-of-school technology use. Understanding how these practices extended into their English language classrooms was explicated…
Descriptors: Foreign Countries, Elementary School Students, English (Second Language), Second Language Instruction
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Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
Watt, Daniel – Popular Computing, 1982
Considers the impact of learning to program upon the intellectual and personal development of children. The excitement of computer mastery, the usefulness of programing as an introduction to "real world" problem solving, and computer programing as an aid to increased understanding of subject matter are discussed. (JL)
Descriptors: Computer Literacy, Elementary Education, Elementary School Students, Intellectual Development
Kafai, Yasmin; Bates, Marcia J. – School Library Media Quarterly, 1997
The SNAPdragon (School Network Action Project) project investigated how elementary school children interact with the Internet by asking them to build an annotated directory of World Wide Web sites for other children. Describes instructional arrangements and development of searching skills; and discusses critical thinking skills and interschool…
Descriptors: Computer Literacy, Computer Uses in Education, Critical Thinking, Directories