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I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
Zeynep Özer; Rasim Erol Demirbatir – LUMAT: International Journal on Math, Science and Technology Education, 2023
In this study, the aim is to present a STEAM-based music activity for gifted students and to determine the students' awareness of the process at the end of the activity. The study group of the research consists of exceptionally gifted students who applied to STEAM Based Music Activities Workshop in the Halil Inalcik Science and Art Center.…
Descriptors: Art Education, STEM Education, Music Activities, Academically Gifted
Danielak, Brian – Cognition and Instruction, 2022
This paper focuses on a historically understudied area in computing education: attending to students' *design thinking* in university-level introductory programming courses. I offer an account of one student--"Rebecca"--and her experiences and code from a second-semester course on programming concepts for engineers. Using data from both…
Descriptors: Design, Computer Science Education, Programming, Introductory Courses
Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
Özyurt, Hacer; Özyurt, Özcan – Journal of Pedagogical Research, 2020
This study aims to examine the effects of Visual Programming course conducting in accordance with design-based research on students' learning experiences. The study was conducted in the fall semester in 2017-2018 at Software Engineering Department in Technology Faculty of a university in the north of Turkey. The sample of the study consists of 12…
Descriptors: Computer Science Education, Programming, Design, Learning Experience
Timur, Serkan; Timur, Betül; Güvenç, Elif; Us, Ilknur; Yalçinkaya-Önder, Eylem – Acta Didactica Napocensia, 2021
In this study, it was aimed to examine the pre-service pre-school teachers' opinions about using block-based coding/Scratch in education. 28 pre-service pre-school teachers were participated studying at a public university in a Marmara province region. Within the scope of the study, pre-service teachers were trained on the block-based coding…
Descriptors: Preschool Teachers, Preservice Teachers, Coding, State Universities
Kaitlyn Storm; Jerry Zhang; Eileen Haase – Biomedical Engineering Education, 2022
Our first year biomedical engineering course exposes students to multiple engineering and design techniques within an overarching theme of understanding health inequity. Currently, the semester-long curriculum excludes computational methods such as Python programming and Machine Learning, which are usually not introduced until more advanced BME…
Descriptors: Artificial Intelligence, Programming Languages, Learning Modules, Introductory Courses
Hsu, Yu-Chang; Ching, Yu-Hui; Callahan, Janet; Bullock, Doug – TechTrends: Linking Research and Practice to Improve Learning, 2021
STEM major students often enter colleges with a need to strengthen their foundational mathematics, such as trigonometry. We designed an innovative undergraduate course that aims to strengthen students' trigonometry knowledge application through programming mobile apps. We explored how students applied trigonometry concepts in developing their…
Descriptors: Undergraduate Students, STEM Education, Majors (Students), Mathematics Skills
Xinogalos, Stelios – ACM Transactions on Computing Education, 2015
The Object-Oriented Programming (OOP) technique is nowadays the most popular programming technique among tertiary education institutions. However, learning OOP is a cognitively demanding task for undergraduate students. Several difficulties and misconceptions have been recorded in the literature for both OOP concepts and languages, mainly Java.…
Descriptors: Programming, Design, Undergraduate Students, Misconceptions
Akyuz, Halil Ibrahim; Yildiz, Ismail; Bilgici, Göksal – Journal of Educational Technology, 2020
Today, technology needs to be used effectively in the structuring of learning environments where learners can learn by experimenting and exploring knowledge. Parallel to the adoption of the constructivist approach in the development of teaching programmes in Turkey, individuals should be able to live and practice developing and learning by…
Descriptors: Robotics, Programming, Problem Solving, Creative Thinking
Mioduser, David; Kuperman, Asi – Design and Technology Education, 2020
Despite the fact that the sophisticated technologies are a substantial component of children's everyday environment, of the space within which they act, play and learn--the world of complex technological systems (their characteristics, and the knowledge and skills involved in operating, designing and programming them) is almost ignored in the…
Descriptors: Kindergarten, Robotics, Information Technology, Programming
Kucuk, Sevda; Sisman, Burak – Informatics in Education, 2018
The aim of this study was to reveal pre-service teachers' experiences in learning robotics design and programming. Data were collected from 15 pre-service teachers through semi-structured interviews and analyzed using the content analysis method. Three themes were identified in this study: Course process, professional development and teaching…
Descriptors: Preservice Teachers, Student Experience, Student Attitudes, Robotics
Erol, Osman – International Journal of Progressive Education, 2020
The aim of this study is to examine the effect of robotic design with Arduino on students' attitudes towards programming and on their perceptions of self-efficacy in programming. The study group consisted of 25 sophomore students attending the Department of Computer Education and Instructional Technologies in a state university located in the…
Descriptors: Student Attitudes, Attitude Change, Programming, Robotics
Lui, Debora; Kafai, Yasmin; Litts, Breanne; Walker, Justice; Widman, Sari – Computer Science Education, 2020
Background and Context: Physical computing involves complex negotiations of multiple, on and off-screen tasks, which calls for research on how to best structure collaborative work to ensure equitable learning. Objective: We focus on how pairs self-organized their multi-domain tasks in physical computing, and how their social interactions supported…
Descriptors: Cooperative Learning, High School Students, Computer Science Education, Programming
Liang, Wei Jhen; Lim, Fei Victor – Innovation in Language Learning and Teaching, 2021
With the increasing recognition in the importance of multiliteracies, this study argues for the need to develop a pedagogical framework to teach and support students' digital multimodal composing practices, such as video production, in the classroom. The framework, informed by Systemic Functional Theory and Design Thinking, organises the knowledge…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)