Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Middle School Students | 3 |
Programming | 3 |
Educational Technology | 2 |
Electronics | 2 |
Robotics | 2 |
Thinking Skills | 2 |
Computation | 1 |
Computer Attitudes | 1 |
Computer Interfaces | 1 |
Computer Science Education | 1 |
Computer Simulation | 1 |
More ▼ |
Author
Chorianopoulos, Konstantinos | 3 |
Merkouris, Alexandros | 2 |
Garneli, Varvara | 1 |
Kameas, Achilles | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Tests/Questionnaires | 3 |
Education Level
Middle Schools | 3 |
Junior High Schools | 2 |
Secondary Education | 2 |
Audience
Location
Greece | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Merkouris, Alexandros; Chorianopoulos, Konstantinos – ACM Transactions on Computing Education, 2019
Contemporary research has explored educational robotics, but it has not examined the development of computational thinking in the context of programming embodied interactions. Apart from the goal of the robot and how the robot will interact with its environment, another important aspect that should be taken into consideration is whether and how…
Descriptors: Educational Technology, Robotics, Middle School Students, Man Machine Systems
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Merkouris, Alexandros; Chorianopoulos, Konstantinos; Kameas, Achilles – ACM Transactions on Computing Education, 2017
Pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. There are many tangible hardware platforms for introducing computer programming to children, but there is limited comparative evaluation of them in the context of a formal classroom. In this work, we explore the…
Descriptors: Computer Science Education, Programming, Robotics, Computers