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Williamson, Ben; Pykett, Jessica; Nemorin, Selena – Discourse: Studies in the Cultural Politics of Education, 2018
Recently, technologies based on neuroscientific insights into brain function and structure have been promoted for application in education. The novel practices and environments produced by these technologies require new forms of "biosocial" analysis to unpack their implications for education, learning and governance. This article…
Descriptors: Brain, Neurosciences, Research and Development, Educational Research
Gunbatar, Mustafa Serkan – Contemporary Educational Technology, 2018
This study aimed to determine undergraduate and associate degree students' computer programming attitude and self-efficacy levels, and compare them according to thinking style, gender, department, weekly study time, and programming experience variables. The study employed the correlational research model. The researcher attempted to reach all…
Descriptors: Undergraduate Students, Associate Degrees, Programming, Computer Attitudes
How, Meng-Leong; Looi, Chee-Kit – International Journal of Computer Science Education in Schools, 2018
Computational Thinking (CT) is pervasive in our daily lives and is useful for problem-solving. Decision-making is a crucial part of problem-solving. In the extant literature, problem-solving strategies in educational settings are often conveniently attributed to intuition; however, it is well documented that computer programmers might even have…
Descriptors: Mathematics Instruction, Equations (Mathematics), Scaffolding (Teaching Technique), Decision Making
Pilkington, Colin – International Review of Research in Open and Distributed Learning, 2018
The central role of motivation to learn in distance education has been noted, and gamification has been proposed as one approach to promote student motivation. This study explores promoting motivation in a distance education, third-year computer programming course via a gamified approach to improve coursework participation and student experience.…
Descriptors: Student Motivation, Distance Education, Programming, Behavior Change
Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
Witherspoon, Eben B.; Schunn, Christian D.; Higashi, Ross M.; Shoop, Robin – Journal of Computer Assisted Learning, 2018
Educational robotics programs offer an engaging opportunity to potentially teach core computer science concepts and practices in K-12 classrooms. Here, we test the effects of units with different programming content within a virtual robotics context on both learning gains and motivational changes in middle school (6th-8th grade) robotics…
Descriptors: Robotics, Computer Science Education, Programming, Units of Study
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Raman, Raghu; Vachharajani, Hardik; Achuthan, Krishnashree – Education and Information Technologies, 2018
Within the context of Rogers theory of perceived attributes, authors propose a framework that can predict students' motivation to adopt programming contest like ACM (Association of Computing Machinery) International Collegiate Programming Contest (ICPC). In this paper we investigate the attributes for adoption of programming contest in a social…
Descriptors: Student Motivation, Programming, Competition, Undergraduate Students
Rossano, Veronica; Roselli, Teresa; Quercia, Gaetano – International Association for Development of the Information Society, 2018
The Computational Thinking recently has been recognised as one of the basic knowledge to be developed since childhood. Coding and computers are not just programming, but tools that help students to develop problem solving skills and more deep understand of the way things work. For these reasons, great attention has been focused on this topic both…
Descriptors: Coding, Computation, Problem Solving, Computer Software
Mangaroska, Katerina; Sharma, Kshitij; Gaševic, Dragan; Giannakos, Michalis – Journal of Learning Analytics, 2020
Programming is a complex learning activity that involves coordination of cognitive processes and affective states. These aspects are often considered individually in computing education research, demonstrating limited understanding of how and when students learn best. This issue confines researchers to contextualize evidence-driven outcomes when…
Descriptors: Learning Analytics, Data Collection, Instructional Design, Learning Modalities
Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
Dagyar, Miray; Kasalak, Gamze; Sezgin, Evren – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study is to reveal the views of 4th grade primary school students about mobile programming education. Data were collected by using interview, metaphor and student drawings under qualitative research method. Among the 135 students who participated in the mobile programming education, 24 fourth grade primary school students who…
Descriptors: Elementary School Students, Grade 4, Children, Positive Attitudes
Giannandrea, Lorella; Gratani, Francesca; Renieri, Alessandra – Research on Education and Media, 2020
This article reports on the results of a teacher training course in which 41 teachers, working together with three university researchers, experienced a different way to engage in meaningful teaching and learning activities in design, coding and robotics. The course was run in an Italian school during the lock-down period of the COVID-19…
Descriptors: Inservice Teacher Education, Professional Development, Robotics, Programming
Cheah, Chin Soon – Contemporary Educational Technology, 2020
This paper reviews the literature relating to the factors that contribute to the difficulties in learning of computer programming. Programming has been a difficult subject to learn and master even at the early stage of education. It has been a global problem and continues to worsen at the local level. Although, there are many education tools…
Descriptors: Difficulty Level, Programming, Computer Science Education, Educational Research
Garcia-Carballeira, Felix; Calderon-Mateos, Alejandro; Alonso-Monsalve, Saul; Prieto-Cepeda, Javier – IEEE Transactions on Learning Technologies, 2020
Our educational project has three primary goals. First, we want to provide a robust vision of how hardware and software interplay, by integrating the design of an instruction set (through microprogramming) and using that instruction set for assembly programming. Second, we wish to offer a versatile and interactive tool where the previous…
Descriptors: Instructional Design, Computer Simulation, Technology Integration, Programming

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