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Gustavo Martins Nunes Avellar; Maria Lydia Fioravanti; William Simao de Deus; Kalinka Regina Lucas Jaquie Castelo Branco; Ellen Francine Barbosa – Education and Information Technologies, 2024
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational…
Descriptors: Computer Oriented Programs, Elementary Secondary Education, Programming, Concept Formation
Jones, Oliver A. H.; Stevenson, Paul G.; Hameka, Simone C.; Osborne, Dale A.; Taylor, Patrick D.; Spencer, Michelle J. S. – Journal of Chemical Education, 2021
The use of three-dimensional printing in chemistry education has expanded greatly in the past 10 years. The technique has been used to demonstrate a range of concepts including molecular structure, orbitals, and point groups; to produce chemical equipment such as cuvettes and columns; and even to print out mathematical shapes and functions. Here,…
Descriptors: Science Instruction, Chemistry, Spectroscopy, Printing
Martínez, Alexuan; Nieves, Christian; Rúa, Armando – Physics Teacher, 2021
Many physics projects recently designed for high school teachers use Arduino as the main tool for managing sensors and data acquisition. This is a low-cost integrated development environment programmed with a simplified version of the C++ language. In comparison, the Raspberry Pi 3 platform, which also allows for the design of physics projects,…
Descriptors: Science Instruction, Science Laboratories, Physics, Secondary School Science
Rajagopal Sankaranarayanan – ProQuest LLC, 2022
Teaching and learning in introductory programming courses is an overwhelming task for many course instructors and learners. Given the rise of digital and technological advancements, it is only wise to use these affordances for education. Microlearning is a successful technology-enhanced learning format with many features that might help…
Descriptors: Introductory Courses, Databases, Programming, Concept Formation
Balaton, Mariana; Cavadas, Jorge; Carvalho, Paulo Simeão; Lima, J. J. G. – Physics Education, 2021
Experimental teaching is essential for a good understanding of science, especially on Physics. Practical activities play an important role for engaging students with science, mainly when they interact directly with equipment, collect experimental data with computers and/or use interactive software for data analysis. In this work, we present the…
Descriptors: Science Instruction, Physics, Robotics, Programming
Chevalier, Morgane; Giang, Christian; Piatti, Alberto; Mondada, Francesco – International Journal of STEM Education, 2020
Background: Educational robotics (ER) is increasingly used in classrooms to implement activities aimed at fostering the development of students' computational thinking (CT) skills. Though previous works have proposed different models and frameworks to describe the underlying concepts of CT, very few have discussed how ER activities should be…
Descriptors: Computation, Thinking Skills, Robotics, Technology Uses in Education
Ntourou, Vassiliki; Kalogiannakis, Michail; Psycharis, Sarantos – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This article presents a quasi-experiment which, with the use of Arduino and Scratch for Arduino (S4A), attempts to study their effect on self-efficacy and motivation towards Science Education, Computational Thinking (CT) and the views of 5th Grade students about concepts of electricity. It was conducted on the 5th Grade of a Primary School in…
Descriptors: Science Education, Grade 5, Elementary School Students, Student Motivation
Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
Grover, Shuchi; Jackiw, Nicholas; Lundh, Patrik – Computer Science Education, 2019
Background and Context: Learners struggle with conceptual understanding of introductory programming concepts such as variables, expressions, and loops. Objective: We examine whether and how designed activities for conceptual exploration support preliminary engagement with and learning of foundational and often hard-to-grasp programming concepts…
Descriptors: Middle School Students, Concept Formation, Learning Activities, Grade 6
Strawhacker, Amanda; Bers, Marina U. – International Journal of Technology and Design Education, 2015
In recent years, educational robotics has become an increasingly popular research area. However, limited studies have focused on differentiated learning outcomes based on type of programming interface. This study aims to explore how successfully young children master foundational programming concepts based on the robotics user interface (tangible,…
Descriptors: Robotics, Kindergarten, Young Children, Technology Uses in Education
Štuikys, Vytautas; Burbaite, Renata; Damaševicius, Robertas – Informatics in Education, 2013
The paper's contribution is a methodology that integrates two educational technologies (GLO and LEGO robot) to teach Computer Science (CS) topics at the school level. We present the methodology as a framework of 5 components (pedagogical activities, technology driven processes, tools, knowledge transfer actors, and pedagogical outcomes) and…
Descriptors: Educational Technology, Robotics, Computer Science Education, Teaching Methods
Meerbaum-Salant, Orni; Armoni, Michal; Ben-Ari, Mordechai – Computer Science Education, 2013
Scratch is a visual programming environment that is widely used by young people. We investigated if Scratch can be used to teach concepts of computer science (CS). We developed learning materials for middle-school students that were designed according to the constructionist philosophy of Scratch and evaluated them in a few schools during two…
Descriptors: Computer Science Education, Middle School Students, Programming Languages, Taxonomy
Holm, Jennifer, Ed.; Mathieu-Soucy, Sarah, Ed. – Canadian Mathematics Education Study Group, 2019
In June 2018 the Canadian Mathematics Education Study Group/Groupe Canadien d'étude en didactique des mathématiques (CMESG/GCEDM) held its 42nd meeting in the idyllic setting of Squamish, British Columbia. This meeting marked the first time CMESG/GCEDM had been in British Columbia since 2010 and the first time it had been held at Quest University.…
Descriptors: Mathematics Education, Mathematics Teachers, Teaching Methods, Interdisciplinary Approach
Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction