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Topali, Paraskevi; Mikropoulos, Tassos Anastasios – Interactive Learning Environments, 2023
Learning computer programming can be challenging for primary school students due to its abstract concepts. While teachers seek effective ways to introduce such concepts, the application of learning objects (LOs) can potentially reduce the effort of creating new material from and allows teachers to adapt LOs to students' needs. Although numerous…
Descriptors: Novices, Elementary School Students, Student Motivation, Instructional Effectiveness
Ladias, Anastasios; Mikropoulos, Aristotelis; Ladias, Demetrios; Bellou, Ioanna – Themes in eLearning, 2021
This paper reports on CodeOrama, a visualization tool that displays the entire source code in a two-dimensional representation created to support the representation of a complex code in block-based programming environments, like Scratch, by using a two-dimension table. CodeOrama can be used by the students for the development of their programs as…
Descriptors: Visualization, Coding, Programming, Programming Languages
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
C. Florou; G. Stamoulis; A. Xenakis; A. Plageras – Education and Information Technologies, 2025
This study focuses on students' self-assessment during their learning process related to computer programming concepts, taking into account challenges and obstacles both teachers and students face, with the aim to contribute to the development of guiding principles and practices and enhance the teaching process of computer programming in primary…
Descriptors: Teacher Role, Self Evaluation (Individuals), Computer Science Education, Programming
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Gkiolnta, Eleni; Zygopoulou, Maria; Syriopoulou-Delli, Christine K. – International Journal of Developmental Disabilities, 2023
Children with autism spectrum disorder (ASD) show great interest in technological devices, and especially in robots. Several studies in the field have suggested that socially assistive robotics (SARs) can help children with ASD in the enhancement of their social skills and communication, and in the reduction of their stereotypical behaviors. Few…
Descriptors: Robotics, Programming, Autism Spectrum Disorders, STEM Education
Michailidis, Nikolaos; Kapravelos, Efstasthios; Tsiatsos, Thrasyvoulos – Interactive Learning Environments, 2022
Students' skilful use of self-regulatory learning strategies is becoming fundamental to the advent of blog-based learning. Moreover, the use of Interaction Analysis (IA) in studying the learning dynamics in Computer-Supported Collaborative Learning (CSCL) activities is on the increase, particularly aiming to support participants by means of IA…
Descriptors: Interaction Process Analysis, Student Motivation, Learning Strategies, Electronic Learning
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Chrysafiadi, Konstantina; Virvou, Maria; Tsihrintzis, George A.; Hatzilygeroudis, Ioannis – Education and Information Technologies, 2023
Nowadays, the improvement of digital learning with Artificial Intelligence has attracted a lot of research, as it provides solutions for individualized education styles which are independent of place and time. This is particularly the case for computer science, as a tutoring domain, which is rapidly growing and changing and as such, learners need…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science Education, Programming
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Anna Åkerfeldt; Susanne Kjällander; Petra Petersen – Technology, Pedagogy and Education, 2024
In the following research review, 57 articles were analysed to get an insight into research in the field of computational thinking and programming in K-12. The results show that empirical research regarding programming and computational thinking is prevalent in the USA and Greece. The articles were published in 43 different academic journals. A…
Descriptors: Research Reports, Thinking Skills, Computation, Content Analysis
Papadakis, Stamatios; Vaiopoulou, Julie; Sifaki, Eirini; Stamovlasis, Dimitrios; Kalogiannakis, Michail – Education Sciences, 2021
The introduction of STEM education, and specifically the implementation of educational robotics (ER), has drawn researchers' attention and has shown that teachers play a crucial role in leading this innovation. The present study concerns in-service and pre-service early childhood teachers, focusing on their perceptions and attitudes about ER use…
Descriptors: Educational Technology, Technology Integration, Robotics, STEM Education
Xinogalos, Stelios; Satratzemi, Maya; Chatzigeorgiou, Alexander; Tsompanoudi, Despina – Journal of Educational Computing Research, 2019
Pair Programming has been shown to increase productivity and code quality not only in professional software development but also in the context of programming education. The provision of broadband Internet access gave rise to Distributed Pair Programming (DPP) enabling two programmers to collaborate remotely. To gain insight into the benefits of…
Descriptors: Programming, Cooperative Learning, Computer Science Education, Foreign Countries
Lazarinis, Fotis; Karachristos, Christoforos V.; Stavropoulos, Elias C.; Verykios, Vassilios S. – Education and Information Technologies, 2019
In this paper we report our experiences from a University outreach program with primary and secondary education teachers of various specialties. Our goal was to improve the coding abilities of teachers through Scratch activities. The participants can in turn teach their students, multiplying that way the benefitted population. To increase the…
Descriptors: Blended Learning, Elementary School Teachers, Secondary School Teachers, Computer Science Education