NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 12 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Sun, Lihui; Zhou, Danhua – Journal of Computer Assisted Learning, 2023
Background: As one of the mainstream forms of programming education, educational robotics (ER) have been a crucial way to develop K-12 students' programming ability. Objectives: The purpose of this study is to clarify the content of programming ability, to verify the effectiveness of ER as a teaching method to improve students' programming…
Descriptors: Elementary School Students, Secondary School Students, Robotics, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Awaah, Fred; Okebukola, Peter; Shabani, Juma; Solarin, Daniel; Emmanuel Okyere, Ekwam – Cogent Education, 2022
The Culturo-Techno-Contextual Approach (CTCA) is a teaching method based on culture, technology, and context to ease difficulties in students' understanding of concepts. Python Programming as a concept in computer studies is difficult for students to understand at the secondary school level. This study investigates the efficacy of the CTCA in…
Descriptors: Teaching Methods, Computer Science Education, Programming Languages, Secondary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Peer reviewed Peer reviewed
Direct linkDirect link
Yildiz Durak, Hatice – Technology, Knowledge and Learning, 2020
The aim of this research is to determine the effects of Scratch and Alice tools and programming teaching practices on student engagement, reflective thinking and problem-solving skills and computational thinking (CT) comparatively. A quasi-experimental design was used in the research and patterns with pretest-posttest control group were chosen for…
Descriptors: Secondary School Students, Computer Science Education, Programming, Programming Languages
Peer reviewed Peer reviewed
Direct linkDirect link
Altin, Rukiye; Tokel, Tugba; Delialioglu, Omer – Journal of Computers in Mathematics and Science Teaching, 2021
The focus on Computer Science Education at the K-12 level has been increasingly highlighted due to today's need for a populace with computational thinking skills, in addition to the expansion of careers related to computing and computer science. Programming helps facilitate students' examination of the nature of a problem and helps students to…
Descriptors: Mathematics Instruction, Instructional Effectiveness, Interdisciplinary Approach, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2019
The continuous technological development nowadays acts ancillary and supportively in student-centered learning, in both formal and informal education settings. Effective learning environments, such as the AppInventor software, could spark the students' interest and allow them to develop programming skills and strengthen their algorithmic…
Descriptors: Computer Software, Student Centered Learning, Programming Languages, Foreign Countries
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kabak, Kadir – Participatory Educational Research, 2021
The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it is seen that the applications where digital content is presented to students constitute the majority. However, considering the 21st century skills, more is needed to…
Descriptors: Student Developed Materials, Computer Games, Computer Science Education, Computer Assisted Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Keane, Therese; Chalmers, Christina; Boden, Marie; Williams, Monica – Technology, Pedagogy and Education, 2019
This research is part of a larger three-year study investigating the impact of humanoid robots on students' learning and engagement. In this case study, Aboriginal and non-Aboriginal students worked with a humanoid robot to develop, in parallel, both their programming skills and their understanding of the traditional Narungga language and culture.…
Descriptors: Programming Languages, Indigenous Populations, Learner Engagement, Robotics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Costa, Joana Martinho; Miranda, Guilhermina Lobato – Informatics in Education, 2019
This paper presents an approach to the initial programming learning using the four components instructional model and the Alice software. The quasi-experimental design was developed with two groups of students that attended two schools with very different socioeconomic status and school retention levels. The differences obtained in the mean of the…
Descriptors: Computer Software, Instructional Design, Models, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Tangney, Brendan; Oldham, Elizabeth; Conneely, Claire; Barrett, Stephen; Lawlor, John – IEEE Transactions on Education, 2010
This paper describes a model for computer programming outreach workshops aimed at second-level students (ages 15-16). Participants engage in a series of programming activities based on the Scratch visual programming language, and a very strong group-based pedagogy is followed. Participants are not required to have any prior programming experience.…
Descriptors: Foreign Countries, Computer Software, Programming Languages, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
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