Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 10 |
Descriptor
Elementary School Students | 10 |
Programming | 10 |
Video Games | 10 |
Foreign Countries | 7 |
Teaching Methods | 7 |
Educational Technology | 5 |
Technology Uses in Education | 5 |
Computer Science Education | 4 |
Educational Games | 4 |
Video Technology | 4 |
Cooperative Learning | 3 |
More ▼ |
Source
International Association for… | 4 |
Education and Information… | 1 |
Informatics in Education | 1 |
International Electronic… | 1 |
Journal of Educational… | 1 |
ProQuest LLC | 1 |
Theory Into Practice | 1 |
Author
Publication Type
Reports - Research | 6 |
Journal Articles | 5 |
Collected Works - Proceedings | 3 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 9 |
Higher Education | 3 |
Early Childhood Education | 2 |
Postsecondary Education | 2 |
Secondary Education | 2 |
Adult Education | 1 |
Grade 1 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
More ▼ |
Audience
Location
Japan | 2 |
Malaysia | 2 |
Brazil | 1 |
Canada (Montreal) | 1 |
China | 1 |
Ghana | 1 |
Latvia | 1 |
Macau | 1 |
Poland | 1 |
Portugal | 1 |
Russia | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Othman, Mohd Kamal; Jazlan, Syazni; Yamin, Fatin Afiqah; Aman, Shaziti; Mohamad, Fitri Suraya; Anuar, Nurfarahani Norman; Saleh, Abdulrazak Yahya; Abdul Manaf, Ahmad Azaini – Journal of Educational Computing Research, 2023
This study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial to determine instructional strategies that match the young students' interests and…
Descriptors: Computation, Thinking Skills, Video Games, Foreign Countries
Olivia Mambo Nche – ProQuest LLC, 2021
This research seeks to introduce concepts for programming, a key element of computing, to K-12 students. A central goal is to better understand the benefits of concept-integrated game mechanics in teaching basic programming concepts. The context of this research is also one of broadening participation. Thus the studies have been conducted in…
Descriptors: Programming, Video Games, Integrated Activities, Computer Science Education
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Panskyi, Taras; Rowinska, Zdzislawa – Informatics in Education, 2021
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of…
Descriptors: Holistic Approach, Video Games, Game Based Learning, Teaching Methods
Jeanne Dobgenski; Maria Elisabette Brisola Brito Prado; Angélica da Fontoura Garcia Silva – International Electronic Journal of Mathematics Education, 2025
By integrating computational thinking (CT) based mathematical reasoning with early childhood education through programming a dinosaur game in Scratch, this study aims to enhance the pedagogical skills of pre-service teachers by using learning objects (LOs). Also, explores frameworks for LOs construction to align with pedagogical goals, emphasizing…
Descriptors: Mathematics Instruction, Teaching Methods, Outcomes of Education, Problem Solving
Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education