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Cheng, Po-Jen; Liao, Yuan-Hsun; Yu, Pao-Ta – International Review of Research in Open and Distributed Learning, 2021
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world…
Descriptors: Robotics, Grade 5, Elementary School Students, Teaching Methods
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Litts, Breanne K.; Lewis, Whitney E.; Mortensen, Chase K. – Interactive Learning Environments, 2020
In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile…
Descriptors: Teaching Methods, Educational Games, Telecommunications, Handheld Devices
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Oldham, Jennifer – Education Next, 2021
Despite a growing belief among parents, administrators, and students in computer science's benefits, and millions of dollars allocated to offering it in K-12 schools, gaps in access and participation among Black, Hispanic, and white students persist. Today, computer-science-for-all leaders acknowledge they've hit a plateau and that they need more…
Descriptors: Computer Science Education, Access to Education, Kindergarten, Elementary Secondary Education
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Agnello, Mary Frances; Araki, Naoko; Domenach, Florent – International Journal for Talent Development and Creativity, 2019
As Japanese Ministry of Education educational mandates for implementation by 2020 press on public school administrators, teachers, students, and communities, the Sustainable Programming Education proposes strategies for addressing English and programming education curricula in the elementary and middle schools. Sustainability resides in the…
Descriptors: Teaching Methods, Rural Areas, Programming, Computer Science Education
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Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)