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Anil Erkan; Sumeyra Akkaya – Journal of Education in Science, Environment and Health, 2025
This study aims to examine the views of fourth-grade primary school students on coding education given through the Scratch program by determining the students' skills in using the program and algorithmic thinking skills. The study was conducted as a one-group study with an embedded mixed design. The study group consisted of 32 students attending…
Descriptors: Elementary School Students, Grade 4, Programming, STEM Education
Turan, Sedat; Aydogdu, Fatih – Education and Information Technologies, 2020
This study was carried out with the aim of determining the effect of robotic coding education on pre-school children's skills of scientific process. Study group consisted of 30 children aged five who studied in an independent kindergarten connected to Ministry of National Education in Refahiye district of Erzincan province in the first semester of…
Descriptors: Programming, Robotics, Preschool Children, Science Process Skills
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
Somuncu, Büsra; Aslan, Durmus – Education and Information Technologies, 2022
The present study was conducted to investigate the effect of coding activities on children's mathematical reasoning skills. In the study, the pre-test - post-test control group quasi-experimental design was used. The participants of the study consisted of 29 children (17 in experiment group and 12 in control group) aged between 57-68 months…
Descriptors: Coding, Programming, Mathematics Skills, Thinking Skills
Developing the Students' Ability in Understanding Mathematics and Self-Confidence with VBA for Excel
Bernard, Martin; Senjayawati, Eka – Journal of Research and Advances in Mathematics Education, 2019
Visual Basic Application for Excel is a simple program language and has the power to process data quickly. The utilization of math functions in Microsoft Excel can help work on Excel display more interactive so that teachers can create props inside Excel. The advantages of Microsoft Excel than other mathematical software are the many math…
Descriptors: Self Esteem, Mathematics Instruction, Computer Software, Programming
Cárdenas-Cobo, Jesennia; Puris, Amilkar; Novoa-Hernández, Pavel; Galindo, José Angel; Benavides, David – IEEE Transactions on Learning Technologies, 2020
Learning computer programming is a challenging process. Among the current approaches for overcoming this challenge, visual programming languages (VPLs), such as Scratch, have shown very promising results for beginners. Interestingly, some higher education institutions have started to use VPLs to introduce basic programming concepts, mainly in CS1…
Descriptors: Computer Science Education, Programming, Programming Languages, Teaching Methods
Muñoz-Repiso, Ana García-Valcárcel; Caballero-González, Yen-Air – Comunicar: Media Education Research Journal, 2019
The development of programming skills is currently promoting from an early school age, trying to get children to take an active and creative role in the use of technologies. The objective of this article is to verify the repercussion of educational robotics activities on kindergarten students in the acquisition of computational thinking and…
Descriptors: Computation, Thinking Skills, Robotics, Early Childhood Education
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Karaahmetoglu, Kübra; Korkmaz, Özgen – Online Submission, 2019
The aim of this study is to investigate the effects of project-based Arduino educational robot applications on students' computational thinking skills and their perception of STEM skill levels. The study group consists of 6th grade students from 2 different secondary schools from Turkey. Within the scope of the research, classes were assigned to…
Descriptors: Robotics, Thinking Skills, Programming, Student Projects
Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
Yagci, Mustafa – Journal of Educational Computing Research, 2018
In the relevant literature, it is often debated whether learning programming requires high-level thinking skills, the lack of which consequently results in the failure of students in programming. The complex nature of programming and individual differences, including study approaches, thinking styles, and the focus of supervision, all have an…
Descriptors: Problem Based Learning, Web Based Instruction, Programming, Computer Science Education
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games
Velázquez-Iturbide, J. Ángel; Hernán-Losada, Isidoro; Paredes-Velasco, Maximiliano – IEEE Transactions on Education, 2017
An increase in student motivation is often cited as an expected effect of software visualization, but, as far as the authors are aware, no controlled experiments have yet demonstrated this. This paper therefore presents a controlled evaluation of this effect, conducted within the framework of self-determination theory. Students were tasked with…
Descriptors: Student Motivation, Computer Software, Incentives, Computer Science Education
Alhassan, Riyadh – Journal of Education and Practice, 2017
The purpose of this study was to examine the effect of employing self-explanation learning strategy supported with Worked Examples on acquiring computer programing skills among freshmen high school students. The study adopted a quasi-experimental method, where an experimental group (n = 33) used the self-explanation strategy supported with worked…
Descriptors: Computer Science Education, Learning Strategies, High School Freshmen, Skill Development