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Showing 1 to 15 of 19 results Save | Export
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Tóth, Tomás; Lovászová, Gabriela – Informatics in Education, 2021
In education, we have noticed a significant gap between the ability of students to program in an educational visual programming environment and the ability to write code in a professional programming environment. The aim of our research was to verify the methodology of transition from visual programming of mobile applications in MIT App Inventor 2…
Descriptors: Foreign Countries, Computer Science Education, Programming, Coding
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Papadakis, Stamatios – Educational Process: International Journal, 2022
Background/purpose: At the beginning of the 21st century, Computational Thinking (CT) and coding were typically considered part of secondary education programs, focusing on programming and algorithm development. The early childhood classroom was not expected to find students who developed coding skills. Nevertheless, as has been the case lately,…
Descriptors: Computation, Thinking Skills, Coding, Programming
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Siegle, Del – Gifted Child Today, 2020
The Thunkable online platform is an easy-to-use resource for creating apps for mobile devices. Computational thinking is at the heart of problem solving in computer science, and research suggests students' computational thinking improves when they use simple block coding systems similar to the format used for Thunkable.
Descriptors: Gifted Education, Academically Gifted, Technology Uses in Education, Computer Oriented Programs
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Unahalekhaka, Apittha; Bers, Marina Umaschi – Educational Technology Research and Development, 2021
With a growing number of ScratchJr usage, over 19 million users worldwide, we examined the use in the United States of the free ScratchJr programming language, explicitly designed for young children ages 5-7, to learn how to code. Our objective was to explore children's usage of the ScratchJr tablet app at home and school settings. We analyzed…
Descriptors: Coding, Programming, Educational Technology, Technology Uses in Education
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Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
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Murcia, Karen; Pepper, Coral; Joubert, Mathilda; Cross, Emma; Wilson, Sinead – Issues in Educational Research, 2020
We present research that explored digital coding in an Australian early years learning centre and how it impacted on a focus group of 3 and 4-year-old children's creativity. The questions that guided the design experimental method were: (1) how do young children develop and demonstrate creativity when learning through play with digital coding…
Descriptors: Foreign Countries, Preschool Children, Creative Thinking, Creativity
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Papadakis, Stamatios, Ed.; Kalogiannakis, Michail, Ed. – Lecture Notes in Educational Technology, 2022
This book brings together a collection of work from around the world in order to consider effective STEM, robotics, mobile apps education from a range of perspectives. It presents valuable perspectives--both practical and theoretical--that enrich the current STEM, robotics, mobile apps education agenda. As such, the book makes a substantial…
Descriptors: STEM Education, Robotics, Computer Oriented Programs, Handheld Devices
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Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
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Thorne, Tristan – TESOL Journal, 2016
The use of mobile devices in the language classroom can help accomplish innumerable learning objectives, yet many teachers regard smartphones and tablets as obstacles to lesson goals. However, as portable technology continues to infiltrate classroom boundaries, it is becoming increasingly clear that educators should find ways to take advantage of…
Descriptors: Second Language Learning, Handheld Devices, Telecommunications, Coding
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Martincic, Cynthia J. – Information Systems Education Journal, 2016
Mobile application development is currently an important component of CS/IS education. Because of the rapid rate of change in the mobile application field, there are many websites that provide instructional material in tutorial format, but it is difficult to find a textbook that includes mobile application programming assignments and exercises.…
Descriptors: Undergraduate Students, Computer Science Education, Introductory Courses, Programming
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Chen, Yan; Carger, Chris Liska; Smith, Thomas J. – Language Learning & Technology, 2017
As a nation of immigrants with diverse cultures and nationalities, one of the most striking occurrences in the United States educational system is the rapidly increasing enrollment of English Language Learners (ELLs). In view of their multicultural backgrounds, the multiliteracies education of ELLs is intertwined with their diverse socioeconomic,…
Descriptors: Telecommunications, Handheld Devices, English Language Learners, Minority Group Students
Camacho, Miguel Olmedo; Pérez-Sanagustín, Mar; Alario-Hoyos, Carlos; Soldani, Xavier; Kloos, Carlos Delgado; Sayago, Sergio – International Association for Development of the Information Society, 2014
EtiquetAR is an authoring tool for supporting the design and enactment of situated learning experiences based on QR tags. Practitioners use etiquetAR for creating, managing and personalizing collections of QR codes with special properties: (1) codes can have more than one link pointing at different multimedia resources, (2) codes can be updated…
Descriptors: Foreign Countries, Programming, Coding, Context Effect
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Gowin, Mary; Cheney, Marshall; Gwin, Shannon; Wann, Taylor Franklin – American Journal of Health Education, 2015
Background: College students experience weight gain that can contribute to serious health issues. Health education efforts with college students are increasingly utilizing new technologies. Smartphone applications (apps) in particular are growing in popularity and use in all young adults. Purpose: Formative research was conducted to describe how…
Descriptors: Computer Oriented Programs, College Students, Qualitative Research, Health Promotion
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Ok, Min Wook; Kim, Woori – Exceptionality, 2017
New technology devices such as iPads and iPods have become very popular and widely used in special education settings to teach students with disabilities. The 20 selected single-case design studies published by November 2015 were comprehensively reviewed to examine the effects of using iPads and iPods on academic performance and engagement of…
Descriptors: Handheld Devices, Technology Uses in Education, Special Education, Disabilities
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