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Chih-Ming Chen; Ming-Yan Huang – International Journal of STEM Education, 2024
Background: Computational thinking (CT) is crucial to fostering critical thinking and problem-solving skills. Many elementary schools have been cultivating students' CT through block-based programming languages such as Scratch using traditional teacher-centered teaching methods. However, the approach excessively relies on teacher lectures, so the…
Descriptors: Computation, Thinking Skills, Programming, Learning Processes
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
Amaya, Edna Johanna Chaparro; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This article proposes a framework based on a sequential explanatory mixed-methods design in the learning analytics domain to enhance the models used to support the success of the learning process and the learner. The framework consists of three main phases: (1) quantitative data analysis; (2) qualitative data analysis; and (3)…
Descriptors: Learning Analytics, Guidelines, Student Attitudes, Learning Processes
Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Kan, Ayse Ülkü; Özmen, Erhan – African Educational Research Journal, 2021
The purpose of this research is to determine the effect of course material developed with augmented reality (AR) technology in teaching subjects related to coding on students' academic achievement, their level of permanence in learning and their opinions on the process. The mixed method was used in the study. In the quantitative dimension of the…
Descriptors: Computer Simulation, Teaching Methods, Academic Achievement, Student Attitudes
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
Chengliang Wang; Xiaojiao Chen; Yifei Li; Pengju Wang; Haoming Wang; Yuanyuan Li – Journal of Educational Computing Research, 2025
This study explored the impact of MetaClassroom, a virtual immersive programming learning environment designed based on the three-dimensional learning progression (3DLP) concept, on students' multidimensional development. Utilizing a quasi-experimental research design, this study compared students' programming learning achievements (PLA),…
Descriptors: Programming, Computer Science Education, Metacognition, Computer Simulation
Vasconcelos, Lucas; Kim, ChanMin – Instructional Science: An International Journal of the Learning Sciences, 2020
Scientific modeling and coding are critical skills to be integrated into K-12 instruction. Research has shown that preservice teachers are often ill-prepared for teaching scientific modeling, and lack opportunities to learn coding within teacher education programs. The present study reports the implementation of an instructional module and online…
Descriptors: Preservice Teachers, Preservice Teacher Education, Science Instruction, Models
Roxana Draganoiu; Florica Moldoveanu; Anca Morar; Alin Moldoveanu – Interactive Learning Environments, 2024
Almost all educational systems still rely on traditional teaching methods: children must absorb huge uncorrelated amounts of information from various disciplines, multidisciplinary aspects are not developed, the fun factor is missing in most of the classes. Many children sometimes do not fully understand the presented theoretical concepts and…
Descriptors: Elementary School Mathematics, Elementary School Students, Middle School Mathematics, Middle School Students
Cevahir, Hakan; Özdemir, Muzaffer; Baturay, Meltem Huri – Participatory Educational Research, 2022
This study examines the effect of using animation-based worked examples (ARAWEs) that are prepared using Augmented Reality (AR) technology instead of using traditional paper-based worked examples (TWEs) on the achievement, motivation, and attitude of high school students during their programming education. The research was designed through the…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
Aksit, Osman; Wiebe, Eric N. – Journal of Science Education and Technology, 2020
Computational thinking (CT) and modeling are authentic practices that scientists and engineers use frequently in their daily work. Advances in computing technologies have further emphasized the centrality of modeling in science by making computationally enabled model use and construction more accessible to scientists. As such, it is important for…
Descriptors: Thinking Skills, Science Instruction, Teaching Methods, Computer Science Education
Akpinar, Sükran; Korkusuz, Mehmet Emin – Journal of Educational Technology and Online Learning, 2019
This study examined the influence of active learning method on students' achievements in and attitudes towards simple electric circuits within the scope of the course of physics. The active learning method allows students to structure the information themselves by doing and experiencing. The study was carried out with 28 students from the…
Descriptors: Active Learning, Science Instruction, Science Achievement, Student Attitudes
Stone, Jeffrey A.; Jackson, D. K.; Kaschak, Michelle – International Journal on E-Learning, 2020
This article describes the design and initial implementation of a multidisciplinary, integrative learning course on the art and science of virtual worlds. The course combines complementary disciplines -- Computing, Physics, and Narrative Art -- in a single general education course for first-year students. The course attempts to incorporate…
Descriptors: Interdisciplinary Approach, General Education, Computer Simulation, Art Education