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Sun, Lihui; Hu, Linlin; Zhou, Danhua – Journal of Educational Computing Research, 2022
In this work, we studied the influence of different programming approaches on the development of students' computational thinking (CT) skills, the programming experience and gender differences in CT development were also discussed. A total of 158 junior high school students and one teacher participated in the study over 5 months. The sample…
Descriptors: Programming, Junior High School Students, Computation, Thinking Skills
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Lakshminarayanan, Srinivasan; Rao, N. J. – Higher Education for the Future, 2022
There are many grey areas in the interpretation of academic integrity in the course on Introduction to Programming, commonly known as CS1. Copying, for example, is a method of learning, a method of cheating and a reuse method in professional practice. Many institutions in India publish the code in the lab course manual. The students are expected…
Descriptors: Integrity, Cheating, Duplication, Introductory Courses
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Pérez-Marín, Diana; Hijón-Neira, Raquel; Pizarro, Celeste – International Journal of Early Years Education, 2022
Significant interest in teaching children to code since Preschool Education has arisen in recent years. This paper focuses on the benefits of preschoolers learning to code at such short age. The research questions are whether by coding they can improve skills such as sequencing and plotting a route? Which factors influence the learning? And, to…
Descriptors: Programming, Early Childhood Education, Preschool Children, Thinking Skills
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Chang, Chi-Cheng; Chen, Yiching – Interactive Learning Environments, 2022
This study aims to explore psychomotor performance and perception on task-centered hands-on STEM learning of educational robotics. The study adopted a convergent parallel mixed method to gather both quantitative and qualitative data in the same period of time. Participants were 42 tenth-grade students (25 male students and 17 female students) from…
Descriptors: Mastery Learning, Hands on Science, STEM Education, Robotics
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Barman, Linda; Kjällander, Susanne – Designs for Learning, 2022
This article shows conditions for how an educational digital tool can open doors to an increasingly playful world -- and address some of the issues with introducing digital maths in early childhood education. Guided by a design-based research approach, the multimodal design of the educational app-based game DigiMat was iteratively created by a…
Descriptors: Play, Programming, Game Based Learning, Handheld Devices
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Schmid, Rahel; Robin, Nicolas; Smit, Robbert; Strahl, Alexander – European Journal of STEM Education, 2022
Secondary school students often lack the necessary motivation to program visually. The present study aims to analyse the effects of error learning orientation on students' intrinsic motivation for visual programming. According to the control-value theory of Pekrun (2006), we posit that the influence of error learning orientation on intrinsic…
Descriptors: Error Patterns, Student Motivation, Programming, Visual Aids
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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
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Al-Malki, Laila; Meccawy, Maram – Computers in the Schools, 2022
In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female…
Descriptors: Academic Achievement, Student Motivation, Computer Science Education, Programming
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Kutay, Emine; Oner, Diler – ACM Transactions on Computing Education, 2022
The purpose of this study is to examine the role of Minecraft-based coding activities on computational thinking (CT) of middle school students. In the study, CT was conceptualized so that it encapsulates not only the knowledge of computational concepts (e.g., loops and conditionals) but also the use of CT practices (e.g., testing and debugging).…
Descriptors: Programming, Video Games, Middle School Students, Computation
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Wu, Wan-Rou; Yang, Kai-Lin – Cogent Education, 2022
This review study synthesises the literature on how computational thinking (CT) and mathematical thinking (MT) are integrated into mathematics education research with a focus on tasks. A review of 28 relevant articles on the Web of Science Core Collection database indicated that (1) CT helps students develop and apply mathematical concepts and…
Descriptors: Computation, Mathematics Education, Thinking Skills, Relationship
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Jiang, Yabing – Journal of Information Systems Education, 2022
Small teaching approaches are well-structured, incremental teaching improvement techniques supported by research in cognitive science, memory, and learning. I systematically implement a series of small teaching activities in an introductory programming course to tackle the teaching and learning challenges faced by instructors and students. The…
Descriptors: Teaching Methods, Introductory Courses, Computer Science Education, Academic Achievement
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Li, Feng; Wang, Xi; He, Xiaona; Cheng, Liang; Wang, Yiyu – Education and Information Technologies, 2022
This study adopted a meta-analysis to explore the effectiveness of unplugged activities (UA) and programming exercises (PE) teaching approaches on computational thinking (CT) education. Through a two-stage literature collection and selection process, 29 articles were included in the meta-analysis, 31 independent effect sizes (16 of UA and 15 of…
Descriptors: Instructional Effectiveness, Learning Activities, Programming, Computation
Alexander Card – ProQuest LLC, 2022
One approach to teaching game design to students with a wide variety of disciplinary backgrounds is through team game projects that span multiple weeks, up to an entire term. However, open-ended, creative projects introduce a gamut of challenges to novice programmers. My goal is to assist game design students with the planning stage of their…
Descriptors: Computer Science Education, Programming, Scaffolding (Teaching Technique), Teaching Methods
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Huiyan Ye; Oi-Lam Ng; Allen Leung – ZDM: Mathematics Education, 2024
There has been a renewed interest in creativity as a twenty-first century skill in K-12 mathematics education. However, previous research has paid less attention to creative actions than to other learning outcomes, which are often product- instead of process-based, especially in a programming context. Thus, situated in the context of mathematical…
Descriptors: Mathematics Instruction, Mathematics Teachers, Faculty Development, Learning Processes
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Eva-Lena Bjursten; Tor Nilsson; Gunnar Jonsson – International Journal of Technology and Design Education, 2024
There is a recognized need to understand the current state of programming implementation in the Swedish compulsory school system. This study focused specifically on the implementation of programming in the school subject of technology for grades 4-6. In Sweden, the responsibility for choosing teaching and learning material lies with individual…
Descriptors: Foreign Countries, Grade 4, Grade 5, Grade 6
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