Publication Date
In 2025 | 0 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 13 |
Since 2016 (last 10 years) | 46 |
Since 2006 (last 20 years) | 59 |
Descriptor
Educational Games | 59 |
Teaching Methods | 59 |
Programming | 54 |
Foreign Countries | 35 |
Educational Technology | 27 |
Computer Science Education | 24 |
Technology Uses in Education | 23 |
Student Attitudes | 19 |
Problem Solving | 18 |
Online Courses | 15 |
Academic Achievement | 13 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 2 |
Policymakers | 1 |
Researchers | 1 |
Students | 1 |
Location
Brazil | 6 |
Greece | 5 |
Germany | 4 |
Turkey | 4 |
Italy | 3 |
Japan | 3 |
Malaysia | 3 |
South Africa | 3 |
United Kingdom (England) | 3 |
China | 2 |
Florida | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Koupritzioti, Dimitra; Xinogalos, Stelios – Education and Information Technologies, 2020
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing…
Descriptors: Educational Games, Mathematics Activities, Mathematics Education, Programming
Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Spalding, Sarah M. – History Teacher, 2021
By using the "Game of Thrones" pop-culture television series, the author has structured courses in a way that seeks to solve problems that plague many history courses serving university requirements. In this article, the author will discuss how gaming the classroom can serve as a solution to the issue of engaging majors and non-majors…
Descriptors: History Instruction, Educational Games, Teaching Methods, Role Playing
Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – Cognition and Exploratory Learning in the Digital Age, 2024
This edited volume presents the latest research focussing on current challenges on the deployment of smart technologies and pedagogies for supporting teaching and learning in the post-covid19 era. This is at the core of studying the evolution of the learning process, the role of technology-supported pedagogical approaches, and the progress of…
Descriptors: Teaching Methods, Influence of Technology, Educational Technology, Professional Development
Umar Shehzad; Jody Clarke-Midura; Mimi Recker – ACM Transactions on Computing Education, 2024
Objectives: The increasing demand for computing skills has led to a rapid rise in the development of new computer science (CS) curricula, many with the goal of equitably broadening the participation of underrepresented students in CS. While such initiatives are vital, factors outside of the school environment also play a role in influencing…
Descriptors: Parent Child Relationship, Computer Science Education, Programming, Equal Education
Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Anna Åkerfeldt; Susanne Kjällander; Petra Petersen – Technology, Pedagogy and Education, 2024
In the following research review, 57 articles were analysed to get an insight into research in the field of computational thinking and programming in K-12. The results show that empirical research regarding programming and computational thinking is prevalent in the USA and Greece. The articles were published in 43 different academic journals. A…
Descriptors: Research Reports, Thinking Skills, Computation, Content Analysis
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Sakibayev, Razakh; Sakibayev, Spartak; Sakibayeva, Bela – International Journal of Information and Communication Technology Education, 2019
This article is dedicated to the topic of discovering effective ways of developing students' programming abilities with the means of non-programming disciplines and activities. The authors argue that the process of educating students in programming becomes effective if students participates not only in programming lessons themselves, but also…
Descriptors: Programming, Extracurricular Activities, Mathematics Skills, College Students
Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen