Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Science Education | 3 |
Foreign Countries | 3 |
Information Technology | 3 |
Programming | 3 |
Programming Languages | 3 |
Questionnaires | 3 |
Computer Software | 2 |
Instructional Effectiveness | 2 |
Teaching Methods | 2 |
Thinking Skills | 2 |
Anxiety | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Secondary Education | 2 |
Elementary Secondary Education | 1 |
High Schools | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
Chang, Chih-Kai – Journal of Educational Computing Research, 2014
Scratch, a visual programming language, was used in many studies in computer science education. Most of them reported positive results by integrating Scratch into K-12 computer courses. However, the object-oriented concept, one of the important computational thinking skills, is not represented well in Scratch. Alice, another visual programming…
Descriptors: Foreign Countries, College Freshmen, Information Technology, Computer Science Education
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning