Publication Date
In 2025 | 1 |
Since 2024 | 9 |
Since 2021 (last 5 years) | 26 |
Since 2016 (last 10 years) | 67 |
Since 2006 (last 20 years) | 94 |
Descriptor
Educational Games | 95 |
Foreign Countries | 95 |
Programming | 91 |
Computer Science Education | 46 |
Educational Technology | 36 |
Teaching Methods | 35 |
Student Attitudes | 32 |
Technology Uses in Education | 27 |
Thinking Skills | 27 |
Problem Solving | 26 |
Game Based Learning | 24 |
More ▼ |
Source
Author
Publication Type
Education Level
Location
Greece | 12 |
Turkey | 10 |
Brazil | 7 |
Taiwan | 6 |
China | 5 |
Germany | 5 |
Spain | 5 |
United Kingdom (England) | 5 |
Japan | 4 |
South Africa | 4 |
Australia | 3 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Myers Briggs Type Indicator | 1 |
Program for International… | 1 |
What Works Clearinghouse Rating
Matthieu Branthôme – ACM Transactions on Computing Education, 2024
This article reports on a design-based research study centered on the conception and the assessment of the "Pyrates" application. This online serious game aims at introducing Python programming to K-12 students while easing the transition from block-based to text-based languages. After we present the various aspects underlying the…
Descriptors: Educational Games, Programming, Elementary Secondary Education, Programming Languages
Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
YungYu Zhuang; Yu-Hsuan Lin; Mahesh Liyanawatta; Andito Haryo Saputro; Yuniati Dwi Utami; Jen-Hang Wang – Interactive Learning Environments, 2024
Computer programming is essential nowadays but still challenging to learn due to its invisible thinking. Current programming environments are mostly designed for operating on computers directly to learn concrete programming, but this approach lacks the support for clarifying learners' thinking processes. On the other hand, using paper and pens…
Descriptors: Educational Environment, Thinking Skills, Programming, Computer Science Education
Zhang, Shuhan; Wong, Gary K. W.; Chan, Peter C. F. – Education and Information Technologies, 2023
Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Coding
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Mohanarajah, Selvarajah; Sritharan, Thambithurai – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer…
Descriptors: Game Based Learning, Educational Games, Programming, Learner Engagement
Totan, Havva Nur; Korucu, Agâh Tugrul – Participatory Educational Research, 2023
The aim of this study is to examine the effect of block-based coding education on middle school students' computational thinking skills and attitudes towards coding with Blocky example. The training phase of the implementation process was planned and implemented by subject experts in 4 weeks and 2 hours a week. In the research, both quantitative…
Descriptors: Programming, Computer Science Education, Student Attitudes, Computation
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
Tsai, Fu-Hsing; Hsiao, Hsien-Sheng; Yu, Kuang-Chao; Lin, Kuen-Yi – International Journal of Technology and Design Education, 2022
In order to reflect on the lack of developing content knowledge of technology education in Taiwan's primary teacher education, the main aim of this study was to develop a STEM-based game-design project for helping preservice primary teachers acquire computational thinking concepts in a teacher education course and to evaluate its effectiveness.…
Descriptors: Foreign Countries, STEM Education, Game Based Learning, Design