NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 246 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ünal Çakiroglu; Seval Bilgi – Interactive Learning Environments, 2024
The aim of this explanatory study is to identify the causes of intrinsic cognitive load in programming process. For this purpose, a method based on two dimensions; programming knowledge types (syntactic, semantic, and strategic) and programming constructs was proposed. The proposed method was tested with high school students enrolled in Computer…
Descriptors: Cognitive Processes, Difficulty Level, Programming, Interaction
Peer reviewed Peer reviewed
Direct linkDirect link
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ana Paula Juliana Perin; Deivid Eive dos S. Silva; Natasha M. C. Valentim – Informatics in Education, 2023
In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block…
Descriptors: Programming, High School Students, Learning, Learning Processes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ritter, Frauke; Standl, Bernhard – Informatics in Education, 2023
We live in a digital age, not least accelerated by the COVID-19 pandemic. It is all the more important in our society that students learn and master the key competence of algorithmic thinking to understand the informatics concepts behind every digital phenomena and thus is able to actively shape the future. For this to be successful, concepts must…
Descriptors: Algorithms, Information Science Education, Computer Science Education, COVID-19
Peer reviewed Peer reviewed
Direct linkDirect link
I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Osman Kayhan; Özgen Korkmaz; Recep Çakir – Computers in the Schools, 2024
The aim of this study is to examine the effects of high school students' perceptions of computational thinking skills and perceptions of logical and mathematical intelligence on their programming self-efficacy. Descriptive survey model as a quantitative research design was used in the research. The data were collected face to face on a voluntary…
Descriptors: Computation, Thinking Skills, Logical Thinking, Self Efficacy
Peer reviewed Peer reviewed
Direct linkDirect link
Seongyune Choi; Hyeoncheol Kim – Education and Information Technologies, 2025
Attention to programming education from K-12 to higher education has been growing with the aim of fostering students' programming ability. This ability involves employing appropriate algorithms and computer codes to solve problems and can be enhanced through practical learning. However, in a formal educational setting, it is challenging to provide…
Descriptors: Foreign Countries, High School Freshmen, Programming, Artificial Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
Arif Akçay; Arif Altun – Education and Information Technologies, 2024
Debugging is an intellectually rich and a challenging process when learning a programming language. This process is important for increasing the quality of the program and making it functional. Debugging, by its nature, is thought to be a practice with a state of focus and concentration. This study explored whether the debugging performance could…
Descriptors: Attention, Networks, Troubleshooting, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Debora Lui; Deborah A. Fields; Yasmin B. Kafai – Cognition and Instruction, 2024
Debugging (or troubleshooting) provides a rich context to foster problem-solving. Yet, while we know much about some problems and strategies that novices face in programming on-screen, we know far less about debugging and troubleshooting in the context of physical computing, where coding issues may overlap with materially embedded problems. In…
Descriptors: Grade 9, STEM Education, Troubleshooting, Public Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Podworny, Susanne; Hüsing, Sven; Schulte, Carsten – Statistics Education Research Journal, 2022
Data science surrounds us in contexts as diverse as climate change, air pollution, route-finding, genomics, market manipulation, and movie recommendations. To open the "data-science-black-box" for lower secondary school students, we developed a data science teaching unit focusing on the analysis of environmental data, which we embedded…
Descriptors: Statistics Education, Programming, Programming Languages, Data Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Goudouris, Cesar; de Abreu Mol, Antônio Carlos; Legey, Ana Paula; de Carvalho, Paulo Victor Rodrigues; Freire, Joana Loureiro; Martins, Bianca Maria Rego; Jatobá, Alessandro – Education and Information Technologies, 2020
Teaching computer programming to children and adolescents has become popular in recent years. This popularity has resulted in increased research into techniques for teaching introductory programming using visual languages, especially block-based languages. This study aims to explore new possibilities for teaching programming by adopting a hybrid…
Descriptors: High School Students, Computer Science Education, Programming, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Negoro, Ridho Adi; Rusilowati, Ani; Aji, Mahardika Prasetya – Journal of Turkish Science Education, 2023
The rapid development of technology requires education to provide learning that can improve students' critical thinking and ICT (information and communication technology) skills. One of the lessons that can be applied is ICT-based. The material is packed with state-of-the-art technology and computer programming. For this reason, a study was…
Descriptors: Instructional Materials, Technological Literacy, Critical Thinking, Thinking Skills
Sirazum Munira Tisha – ProQuest LLC, 2023
Most existing autograders used for grading programming assignments are based on unit testing, which is tedious to implement for programs with graphical output and does not allow testing for other code aspects, such as programming style or structure. We present a novel autograding approach based on machine learning that can successfully check the…
Descriptors: Computer Software, Grading, Programming, Assignments
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  17