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Scharber, Cassandra; Peterson, Lana; Chang, Yu-Hui; Barksdale, Sarah; Sivaraj, Ramya – Pedagogies: An International Journal, 2021
We recommend the conceptualization of computing as a critical literacy, and ground this conceptualization in considerations of historical and current realities in computing. The frameworks of connected learning and computational participation are recommended as guides for "doing" critical computing literacy. We present the findings from…
Descriptors: Critical Theory, Computer Science Education, Elementary Secondary Education, After School Programs
Timur, Serkan; Timur, Betül; Yalçinkaya-Önder, Eylem; Küçük, Didem – Journal of Theoretical Educational Science, 2020
In this study, the attitudes of students toward STEM education were examined according to various demographic characteristics and mixed research method was used. 170 students ranging between 7 and 14 years old participating municipalities in a province outside of school STEM workshops in Turkey constituted the sample of the study. The sampling was…
Descriptors: STEM Education, Workshops, Extracurricular Activities, Educational Attitudes
Johnson, Claire – International Journal of Computer Science Education in Schools, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on the learning…
Descriptors: Foreign Countries, Computer Games, Educational Technology, Technology Uses in Education
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation