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Demir-Kaçan, Sibel; Kaçan, Ahmet – International Journal of Psychology and Educational Studies, 2022
Students can develop their creative thinking processes and problem scenarios with robotic applications. Therefore, the research objective is that robotic applications can solve students' problem scenarios. This study was conducted in Samsun/Turkey in the Ministry of Education for 10 weeks and involved 8 elementary school students.. For this study,…
Descriptors: Foreign Countries, Creative Thinking, Problem Solving, Robotics
Buyukkarci, Aysegul; Taslidere, Erdal – Journal of Educational Technology, 2021
Coding education has been offered to primary school students due to certain reasons: (1) coding improves students' problem solving and creative thinking skills; and (2) it has high visual-quality and easy-to-use block-based tools. In this study, the effects of coding education on 4th grade students' self-efficacy and scratch coding achievement…
Descriptors: Computer Science Education, Programming Languages, Coding, Thinking Skills
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
Calder, Nigel – Waikato Journal of Education, 2019
This article reports on a research project that examined the ways that 10-year-old students, who were using Scratch for coding, engaged with mathematical ideas. Interactive software is emerging that has cross-curricula implications and facilitates thinking in rich, problem-solving environments. Scratch, a free-to-use graphical programming…
Descriptors: Programming, Coding, Computer Software, Educational Technology
Worsley, Marcelo; Blikstein, Paulo – Journal of Pre-College Engineering Education Research, 2016
"Making" represents an increasingly popular label for describing a form of engineering design. While making is growing in popularity, there are still open questions about the strategies that students are using in these activities. Assessing and improving learning in making/ engineering design contexts require that we have a better…
Descriptors: Graduate Students, Secondary School Students, Engineering, Engineering Education
de Bruin, Leon R. – Teaching in Higher Education, 2018
Effective teacher-student learning relationships can propel students to advanced ways of knowing and acting. In much arts based higher education learning, dynamic and fluid interplay of cognitive, meta-cognitive and aspirational aims and goals are prevalent and passed to students in a learning relationship that can be described as a cognitive…
Descriptors: Apprenticeships, Creativity, Creative Activities, Creative Thinking
Vickery, Jacqueline – Journal of Adolescent & Adult Literacy, 2014
This column examines a case study focusing on web design as an example of interest-driven learning and the acquisition of (digital media) literacies. A summer workshop was offered at a working-class public library, led by a self-taught seventeen year old girl. Nine students (ages 8-16) learned basic HTML and CSS and designed their own websites in…
Descriptors: Case Studies, Web Sites, Design, Student Interests
Clark, Taylorann K.; Paulsen, Thomas H. – Journal of Agricultural Education, 2016
Technology is becoming increasingly popular in higher education in the way students are asked to communicate and collaborate. The student teaching experience is an integral part of developing critical thinking skills in pre-service teachers. During this experience, it is important that student teachers practice the theory they have been taught in…
Descriptors: Agricultural Education, Student Teachers, Critical Thinking, Electronic Journals

Glashow, Sheldon Lee – Quantum, 1992
Describes "Bop," a game that considers solely the sequence of letters. Words are determined to be equivalent if different letters of one word become different letters in the other word in exactly the same order. Examples of four-, five-, and six-letter words and BOProblems are provided. (MDH)
Descriptors: Coding, Creative Activities, Creative Thinking, Educational Games