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Odd Tore Kaufmann; Marianne Maugesten; Tamsin Meaney – Journal of Mathematics Teacher Education, 2024
As has been the case in many countries around the world, the new Norwegian curriculum from 2020 included programming as part of mathematics education. However, little is known about how prospective teachers perceive this addition in regard to their developing professional identities. When the results from an electronic survey of 394 prospective…
Descriptors: Professional Identity, Preservice Teachers, Mathematics Teachers, Mathematics Instruction
Stephanie Yang; Miles Baird; Eleanor O’Rourke; Karen Brennan; Bertrand Schneider – ACM Transactions on Computing Education, 2024
Students learning computer science frequently struggle with debugging errors in their code. These struggles can have significant downstream effects--negatively influencing how students assess their programming ability and contributing to their decision to drop out of CS courses. However, debugging instruction is often an overlooked topic, and…
Descriptors: Computer Science Education, Troubleshooting, Programming, Teaching Methods
Han Wan; Hongzhen Luo; Mengying Li; Xiaoyan Luo – IEEE Transactions on Learning Technologies, 2024
Automatic program repair (APR) tools are valuable for students to assist them with debugging tasks since program repair captures the code modification to make a buggy program pass the given test-suite. However, the process of manually generating catalogs of code modifications is intricate and time-consuming. This article proposes contextual error…
Descriptors: Programming, Computer Science Education, Introductory Courses, Assignments
Ivanilse Calderon; Williamson Silva; Eduardo Feitosa – Informatics in Education, 2024
Teaching programming is a complex process requiring learning to develop different skills. To minimize the challenges faced in the classroom, instructors have been adopting active methodologies in teaching computer programming. This article presents a Systematic Mapping Study (SMS) to identify and categorize the types of methodologies that…
Descriptors: Foreign Countries, Undergraduate Study, Programming, Computer Science Education
Aysegul Yilmaz; Devkan Kaleci – Educational Policy Analysis and Strategic Research, 2024
The research aims to explore the acquisition of Computational Thinking (CT) sub-skills among 5th and 6th grade secondary school students in Turkey through a block-based programming application, code.org. It seeks to understand if mastering these skills is essential for students globally. This study involved seven volunteer students selected…
Descriptors: Foreign Countries, Computation, Thinking Skills, Mastery Learning
Metcalf, Shari J.; Reilly, Joseph M.; Jeon, Soobin; Wang, Annie; Pyers, Allyson; Brennan, Karen; Dede, Chris – Computer Science Education, 2021
Background and Context: This study looks at computational thinking (CT) assessment of programming artifacts within the context of CT integrated with science education through computational modeling. Objective: The goal is to explore methodologies for assessment of student-constructed computational models through two lenses: functionality and…
Descriptors: Evaluation Methods, Computation, Thinking Skills, Science Education
Mahatanankoon, Pruthikrai; Wolf, James – Information Systems Education Journal, 2021
Learning a computer programming language is typically one of the basic requirements of being an information technology (IT) major. While other studies previously investigate computer programming self-efficacy and grit, their relationships between "shallow" and "deep" learning (Miller et al., 1996) have not been thoroughly…
Descriptors: Cognitive Processes, Learning Strategies, Introductory Courses, Computer Science Education
Krajcsi, Attila; Csapodi, Csaba; Stettner, Eleonóra – Interactive Learning Environments, 2021
An educational computer game is presented, used for beginner students to introduce some basic concepts of code execution and code writing. In this mini-language microworld game, a code should be written with which a robot can escape from a procedurally generated labyrinth. The game uses a simple language and utilizes a virtual environment, where…
Descriptors: Educational Games, Computer Games, Programming, Computer Science Education
Abrams, Sandra Schamroth; Van Eck, Richard N. – Journal of Adolescent & Adult Literacy, 2021
Videogames and videogame literacies are an important and growing aspect of education, yet videogaming remains poorly understood and even viewed with suspicion by many who are charged with promoting them. In the case of libraries, such views can lead to insufficient funding and policies that reduce the presence of youth programing that includes…
Descriptors: Video Games, Programming, Play, Libraries
Thompson, JaCoya; Arastoopour Irgens, Golnaz – Journal of Statistics and Data Science Education, 2022
Data science is a highly interdisciplinary field that comprises various principles, methodologies, and guidelines for the analysis of data. The creation of appropriate curricula that use computational tools and teaching activities is necessary for building skills and knowledge in data science. However, much of the literature about data science…
Descriptors: Data Analysis, Middle School Students, Statistics Education, Student Centered Learning
Nolt, Kate L.; Leviton, Laura C. – American Journal of Evaluation, 2023
Evidence-based programs and grassroots programs are often adapted during implementation. Adaptations are often hidden, ignored, or punished. Although some adaptations stem from lack of organizational capacity, evaluators report other adaptations happen in good faith or are efforts to better fit the local context. Program implementers, facilitators…
Descriptors: Fidelity, Programming, Program Implementation, Program Evaluation
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2023
Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback.…
Descriptors: Educational Games, Programming, Sequential Learning, Cognitive Processes
Crescenzi-Lanna, Lucrezia – Journal of Research on Technology in Education, 2023
This paper presents a systematic literature review of artificial intelligence (AI)-supported teaching and learning in early childhood. The focus is on human-machine cooperation in education. International evidence and associated problems with the reciprocal contributions of humans and machines are presented and discussed, as well as future…
Descriptors: Artificial Intelligence, Programming, Educational Technology, Man Machine Systems
Hawlitschek, Anja; Berndt, Sarah; Schulz, Sandra – Computer Science Education, 2023
Background and Context: Pair programming is an important approach to fostering students' programming and collaborative learning skills. However, the empirical findings on pair programming are mixed, especially concerning effective instructional design. Objective: The objective of this literature review is to provide lecturers with systematic…
Descriptors: Cooperative Learning, Programming, Computer Science Education, College Students
Cheers, Hayden; Lin, Yuqing – Computer Science Education, 2023
Background and Context: Source code plagiarism is a common occurrence in undergraduate computer science education. Many source code plagiarism detection tools have been proposed to address this problem. However, such tools do not identify plagiarism, nor suggest what assignment submissions are suspicious of plagiarism. Source code plagiarism…
Descriptors: Plagiarism, Programming, Computer Science Education, Identification