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Brainin, Einat; Shamir, Adina; Eden, Sigal – Journal of Research on Technology in Education, 2022
The study's purpose was to examine the contribution of a programmable robot to an intervention program for promoting spatial ability (spatial relations, visual-memory, mental rotation) of preschool children. Eighty-four participants were randomly assigned to three intervention groups: programmable-robot-based intervention, traditional…
Descriptors: Kindergarten, Young Children, Robotics, Programming
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Kilhamn, C.; Bråting, K.; Helenius, O.; Mason, J. – ZDM: Mathematics Education, 2022
In this paper we consider implications of the current world-wide inclusion of computational thinking in relation to children's development of algebraic thinking. Little is known about how newly developed visual programming environments such as Scratch could enhance early algebra learning. The study is based on examples of programming activities…
Descriptors: Computation, Thinking Skills, Preadolescents, Programming
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Rozinaj, Gregor; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2022
Contributions: This article presents a large-scale study which investigates students' reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of…
Descriptors: Game Based Learning, Student Experience, Knowledge Level, College Students
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Tijani, Fatimah; Callaghan, Ronel; de Villers, Rian – African Journal of Research in Mathematics, Science and Technology Education, 2020
The use of Scratch programming in introducing text-based programming to novices at all levels of education has gained prominence in computer science but is still hardly known among pre-service teachers. With affordances of Scratch in learning text-based programming, we present an experience report on how we supported our first-year pre-service…
Descriptors: Preservice Teachers, Computer Science Education, Preservice Teacher Education, Programming
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Svensson, Kim; Eriksson, Urban; Pendrill, Ann-Marie – Physical Review Physics Education Research, 2020
A small group of interested upper secondary education students participated in a workshop where they created a particle-based physics engine and used the engine to implement a hanging cloth simulation and a two-dimensional heat diffusion model of their own creation. During the implementation of their models, learning opportunities present…
Descriptors: Foreign Countries, Physics, Science Education, Secondary School Students
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Yildiz Durak, Hatice – Technology, Knowledge and Learning, 2020
The aim of this research is to determine the effects of Scratch and Alice tools and programming teaching practices on student engagement, reflective thinking and problem-solving skills and computational thinking (CT) comparatively. A quasi-experimental design was used in the research and patterns with pretest-posttest control group were chosen for…
Descriptors: Secondary School Students, Computer Science Education, Programming, Programming Languages
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Chou, Pao-Nan – Journal of Educational Computing Research, 2020
This study investigated young children's computational thinking (CT) development by integrating ScratchJr into a programming curriculum. Twelve third graders (six males and six females) voluntarily participated in an experiment-based computer class conducted at a public elementary school in Taiwan. This study adopted a case study methodology to…
Descriptors: Grade 3, Computer Science Education, Thinking Skills, Elementary School Students
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Feiya Luo; Pavlo Antonenko; Natercia Valle; Emily Sessa; Gordon Burleigh; Lorena Endara; Stuart McDaniel; Sarah Carey; E. Christine Davis – International Journal of Designs for Learning, 2020
This design case discusses the complex collaborative design reasoning processes involved in developing an online interactive learning tool for learners of all ages to explore and understand the role of flagellate plants in our society. The learning tool consists of a main website (the "Voyager") and an interactive, dynamic map of the…
Descriptors: Interdisciplinary Approach, Instructional Design, Web Sites, Plants (Botany)
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Meina Zhu – Journal of Computer Assisted Learning, 2025
Background: Computer programming learning and education play a critical role in preparing a workforce equipped with the necessary skills for diverse fields. ChatGPT and YouTube are technologies that support self-directed programming learning. Objectives: This study aims to examine the sentiments and primary topics discussed in YouTube comments…
Descriptors: Computer Science Education, Programming, Social Media, Video Technology
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Ndudi Okechukwu Ezeamuzie; Mercy Noyenim Ezeamuzie – Review of Educational Research, 2025
Computer programming provides a framework for interdisciplinary learning in sciences, arts and languages. However, increasing integration of programming in K--12 shows that the block-based and text-based dichotomy of programming environments does not reflect the spectrum of their affordance. Hence, educators are confronted with a fundamental…
Descriptors: Kindergarten, Elementary Secondary Education, Computer Science Education, Programming
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Paul Mayer; Rich Baraniuk – ACM Transactions on Computing Education, 2025
It is argued that logic, and in particular mathematical logic, should play a key role in the undergraduate curriculum for students in the computing fields, which include electrical engineering (EE), computer engineering (CE), and computer science (CS). This is based on (1) the history of the field of computing and its close ties with logic, (2)…
Descriptors: Teaching Methods, Logical Thinking, Computer Science Education, Engineering Education
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Steven Higbee; Sharon Miller; Karen Alfrey – Biomedical Engineering Education, 2025
Challenge: The Hodgkin-Huxley membrane conductance model has been featured in biomedical engineering (BME) curricula for decades. A typical BME assignment might require students to apply the relevant equations and parameters to model the generation of action potentials; however, there is opportunity for students to build and explore both…
Descriptors: Scientific Concepts, Biomedicine, Engineering Education, Models
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Cynthia Pinheiro Santiago; Antonio Rodrigo dos Santos Silva; José Wally Mendonça Menezes; Francisco José Alves de Aquino – Informatics in Education, 2025
The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such…
Descriptors: Gamification, Self Determination, Computation, Thinking Skills
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Verica R. Milutinovic; Ivana Obradovic; Suzana Ðordevic – Educational Studies, 2025
Many countries are revising their computing curricula, including Serbia, where coding became a core subject in primary schools in 2017/2018. Gamification is a common teaching method, yet little research explores primary students' motivation to learn coding through gamification. This study aims to investigate the factors that influence primary…
Descriptors: Foreign Countries, Elementary School Students, Gamification, Coding
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Chantal Buteau; Eric Muller; Joyce Mgombelo; Ana Isabel Sacristán; Jessica Sardella; Marisol Santacruz-Rodríguez – Canadian Journal of Science, Mathematics and Technology Education, 2025
In this paper, we are interested in the learning outcomes from undergraduate students' digital experiences of conducting multiple pure and applied mathematics investigations supported by programming technology. Our case study encompasses a sequence of three project-based mathematics courses implemented for over 20 years at Brock University. We…
Descriptors: College Mathematics, Student Attitudes, Programming, Investigations
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