Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Educational Strategies | 3 |
Problem Solving | 3 |
Programming | 3 |
Programming Languages | 3 |
Computer Software | 2 |
Foreign Countries | 2 |
Instructional Effectiveness | 2 |
Teaching Methods | 2 |
Academic Achievement | 1 |
Case Studies | 1 |
Cognitive Development | 1 |
More ▼ |
Author
Chen, Ming-Puu | 1 |
Feurzeig, Wallace | 1 |
Jevremovic, Aleksandar | 1 |
Papert, Seymour A. | 1 |
Shimic, Goran | 1 |
Wang, Li-Chun | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Historical Materials | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Secondary Education | 1 |
High Schools | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Feurzeig, Wallace; Papert, Seymour A. – Interactive Learning Environments, 2011
Formal mathematical methods remain, for most high school students, mysterious, artificial and not a part of their regular intuitive thinking. The authors develop some themes that could lead to a radically new approach. According to this thesis, the teaching of programming languages as a regular part of academic progress can contribute effectively…
Descriptors: Mathematics Education, Programming Languages, Academic Achievement, Heuristics
Shimic, Goran; Jevremovic, Aleksandar – Interactive Learning Environments, 2012
Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for…
Descriptors: Foreign Countries, Educational Strategies, Informal Education, Problem Based Learning
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