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Showing 1 to 15 of 18 results Save | Export
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David W. Jackson; Helen Zhang; Fahd Abdus-Sabur – TechTrends: Linking Research and Practice to Improve Learning, 2025
During young adolescence, many youth develop strong identities in relation to science, technology, engineering and mathematics with computing (STEM + C). One way to design for student engagement in STEM + C is to create project-based units that leverage students' interests. We created one such unit, called the "smart greenhouse project".…
Descriptors: Instructional Design, Computer Uses in Education, STEM Education, Student Projects
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Maria Shaheen; Lauren Loquasto – Dimensions of Early Childhood, 2025
When thinking of early childhood STEM, images of active, play-based design challenges, experiences with robotics/coding, or hands-on experiences with open-ended materials (e.g., balls, ramps, loose parts) often come to mind. While these are certainly images that align with developmentally appropriate early childhood STEM practices, some of the…
Descriptors: Robotics, Values Education, Teaching Methods, Early Childhood Education
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Su, Jiahong; Yang, Weipeng; Li, Hui – Journal of Research in Childhood Education, 2023
Coding (or computer programming) helps equip children with an intellectual structure that is valuable for their lifelong learning and development. The proliferation of innovative coding platforms, especially screen-free programmable robotics, has made it possible for coding to be integrated into early childhood education (ECE). However, how the…
Descriptors: Coding, Programming, Early Childhood Education, Instructional Design
Samim Mirhosseini – ProQuest LLC, 2023
Computer science instructors typically have many responsibilities, such as creating material, delivering lectures, clarifying student questions, and grading student deliverables, while the demand for computer science education has been increasing. Handling all of these responsibilities is challenging in itself. However, it is made worse when…
Descriptors: Computer Science Education, Teacher Responsibility, Faculty Workload, Instructional Materials
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Zhizezhang Gao; Haochen Yan; Jiaqi Liu; Xiao Zhang; Yuxiang Lin; Yingzhi Zhang; Xia Sun; Jun Feng – International Journal of STEM Education, 2025
Background: With the increasing interdisciplinarity between computer science (CS) and other fields, a growing number of non-CS students are embracing programming. However, there is a gap in research concerning differences in programming learning between CS and non-CS students. Previous studies predominantly relied on outcome-based assessments,…
Descriptors: Computer Science Education, Mathematics Education, Novices, Programming
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Mangaroska, Katerina; Sharma, Kshitij; Gaševic, Dragan; Giannakos, Michail – Journal of Computer Assisted Learning, 2022
Background: Problem-solving is a multidimensional and dynamic process that requires and interlinks cognitive, metacognitive, and affective dimensions of learning. However, current approaches practiced in computing education research (CER) are not sufficient to capture information beyond the basic programming process data (i.e., IDE-log data).…
Descriptors: Cognitive Processes, Psychological Patterns, Problem Solving, Programming
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Akcaoglu, Mete; Dogan, Selcuk; Hodges, Charles B. – TechTrends: Linking Research and Practice to Improve Learning, 2022
In this paper, we describe the design, development, and implementation of a curriculum based on teaching computer science using an industry-standard game-design software: Unity 3D. We discuss the theoretical underpinnings of our instructional design process and steps we have taken to introduce complexity and maintain student motivation. We discuss…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Implementation, Coding
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Chung, Cheng-Yu; Awad, Nayif; Hsiao, I-Han – Australasian Journal of Educational Technology, 2021
Although numerous studies have demonstrated different ways that augmented reality (AR) can assist students to understand the learning content via contextualised visualisation, less explored is its effect on collaborative problem-solving (CPS) in computer programming. This study aims to investigate how AR affects a CPS in a programming task. We…
Descriptors: Problem Solving, Problem Based Learning, Cooperative Learning, Computer Simulation
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Pishtari, Gerti; Prieto, Luis P.; Rodriguez-Triana, Maria Jesus; Martinez-Maldonado, Roberto – Journal of Learning Analytics, 2022
This research was triggered by the identified need in literature for large-scale studies about the kinds of designs that teachers create for mobile learning (m-learning). These studies require analyses of large datasets of learning designs. The common approach followed by researchers when analyzing designs has been to manually classify them…
Descriptors: Scaling, Classification, Context Effect, Telecommunications
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Koole, Marguerite; Elian, Kaleigh – International Journal of Mobile and Blended Learning, 2022
In the Winter semester of 2020 during a multimedia design and production class for pre-service teachers, the students were introduced to basic computer coding concepts such as variables, conditional statements, various expressions, logic, and syntax. For their final project, the students were asked to create an interactive instructional app using…
Descriptors: Design, Multimedia Instruction, Preservice Teachers, Teacher Education Programs
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Lim, Cheolil; Ryu, Jeeheon; Martindale, Trey; Kim, Nari; Park, Sanghoon – TechTrends: Linking Research and Practice to Improve Learning, 2019
This report synthesized a one-hour panel discussion at the Association for Educational Communications and Technology (AECT) International Convention 2018 in Kansas City, Missouri, sponsored by the Korean Society for Educational Technology (KSET). The theme of the panel discussion was "New Technology, Design, and Research Approaches for…
Descriptors: Educational Technology, Conferences (Gatherings), Teaching Methods, Instructional Design
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Özdemir, Selçuk – International Electronic Journal of Elementary Education, 2019
The history of innovation is constructed by solo thinkers and collaborative makers. The word innovation here comprises changes on technology, art and science. This article aims to reflect the way successful inventors, artists and scientists followed to do whatever they succeeded so that the coming generations can learn from predecessors' positive…
Descriptors: Entrepreneurship, Cooperation, Innovation, Thinking Skills
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Giannakos, Michail, Ed. – Lecture Notes in Educational Technology, 2020
This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums,…
Descriptors: Nonformal Education, Informal Education, Science Education, Computer Uses in Education
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Crosslin, Matt; Dellinger, Justin T.; Joksimovic, Srecko; Kovanovic, Vitomir; Gaševic, Dragan – Online Learning, 2018
Dual-layer MOOCs are an educational framework designed to create customizable modality pathways through a learning experience. The basic premise is to design two framework choices through a course: one that is instructor centered and the other that is student determined and open. Learners have the option to create their own customized pathway by…
Descriptors: Online Courses, Course Descriptions, Mixed Methods Research, Guidelines
Holbert, Nathan, Ed.; Berland, Matthew, Ed.; Kafai, Yasmin B., Ed. – MIT Press, 2020
Constructionism, first introduced by Seymour Papert in 1980, is a framework for learning to understand something by making an artifact for and with other people. A core goal of constructionists is to respect learners as creators, to enable them to engage in making meaning for themselves through construction, and to do this by democratizing access…
Descriptors: Constructivism (Learning), Educational Philosophy, Educational Research, Teaching Methods
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