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Dunhong Yao; Jing Lin – Education and Information Technologies, 2025
Programming education consistently faces challenges in bridging theory with practice and fostering students' cognitive competencies. This 12-year longitudinal study (2011-2023) investigates an innovative competency-based teaching model in university C programming education that integrates six educational theories into a coherent framework with…
Descriptors: Competency Based Education, Computer Science Education, Programming, Longitudinal Studies
Geist, Eugene – Childhood Education, 2016
Today's children need learning opportunities from cradle to career that build the knowledge and skills necessary to thrive in our interconnected and constantly changing world. This means putting 21st century skills, including creativity, innovation, critical thinking, and problem solving, at the center of learning, both in and out of school. As…
Descriptors: Coding, Programming, Robotics, Creativity
Coxon, Steve V. – Gifted Child Today, 2012
Spatial and creative abilities are important for innovations in science, technology, engineering, and math (STEM) fields, but talents are rarely developed from these abilities by schools, including among gifted children and adolescents who have a high potential to become STEM innovators. This article provides an overview of each ability and makes…
Descriptors: Gifted, State Standards, Creativity, Programming
Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
Gonsalves, Dotty; Lopez, Joan – Learning & Leading with Technology, 1998
Discusses teaching grade 1-8 students programming and complex problem-solving skills using MicroWorlds, a variation of LOGO. Discusses game programming and provides a MicroWorlds "Cat and Mouse" game-planning sheet. Argues that programming instruction fosters creativity, innovation, and patience. (PEN)
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Creativity

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