Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 5 |
| Since 2017 (last 10 years) | 14 |
| Since 2007 (last 20 years) | 22 |
Descriptor
| Design | 23 |
| Programming | 23 |
| Technology Uses in Education | 23 |
| Educational Technology | 15 |
| Teaching Methods | 14 |
| Foreign Countries | 11 |
| Handheld Devices | 10 |
| Cooperative Learning | 9 |
| Telecommunications | 9 |
| Educational Games | 8 |
| Higher Education | 8 |
| More ▼ | |
Source
Author
Publication Type
| Journal Articles | 14 |
| Reports - Research | 14 |
| Collected Works - Proceedings | 7 |
| Reports - Descriptive | 3 |
| Books | 1 |
| Dissertations/Theses -… | 1 |
| Information Analyses | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
Audience
Location
| Brazil | 4 |
| South Africa | 3 |
| Germany | 2 |
| Greece | 2 |
| Italy | 2 |
| Libya | 2 |
| Portugal | 2 |
| United Kingdom (England) | 2 |
| Africa | 1 |
| Asia | 1 |
| Australia | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tarattakan Pachumwon; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2025
This study introduces CAILE, a design thinking-driven conceptual framework for a Creative AI Learning Environment, designed to enhance programming skills. Evaluates clarity, appropriateness, and feasibility through expert judgment. Phase 1 synthesized 34 peer-reviewed studies (2019-2025) to articulate CAILE's structure across three layers: Inputs…
Descriptors: Creativity, Artificial Intelligence, Technology Uses in Education, Programming
Terrell K. Glenn – ProQuest LLC, 2022
Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both…
Descriptors: Design, Internet, Simulated Environment, Cooperation
Sohail Ahmed Soomro; Vijayakumar Nanjappan; Hernan Casakin; Georgi V. Georgiev – International Journal of Technology and Design Education, 2025
This paper explores the impact of a digital fabrication course on the development of digital fabrication skills and creativity. The course focused on open-ended prototyping and aimed to investigate its effects on students' motivation, enjoyment, and confidence. Students' creativity levels were measured using a creativity test at the beginning and…
Descriptors: Computer Peripherals, Construction (Process), Design, Skill Development
Zoe C. M. Davidson; Shuping Dang; Xenofon Vasilakos – IEEE Transactions on Learning Technologies, 2024
Raspberry Pi Pico, based on chip RP2040, is an easy-to-use development microcontroller board that can provide flexible input/output functions and meets the teaching needs of basic electronics to first-year university undergraduates. This article presents our blended laboratory design using Raspberry Pi Pico for the course unit Digital Circuits and…
Descriptors: College Freshmen, Electronics, Technology Education, Scientific Concepts
Boya-Lara, Carlos; Saavedra, Doris; Fehrenbach, Aaron; Marquez-Araque, Angel – International Journal of Educational Technology in Higher Education, 2022
In this work, BEAM robotics is proposed to enhance the STEM knowledge and skills of engineering students in the electrical, electronic, and mechanical domains. To evaluate the proposal, a course is designed and implemented based on a curriculum with objectives and learning activities centered on the design, construction, and operation of the BEAM…
Descriptors: Robotics, Technology Uses in Education, STEM Education, Curriculum Implementation
Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
Otterborn, Anna; Schönborn, Konrad; Hultén, Magnus – International Journal of Technology and Design Education, 2019
The availability of digital tablets in preschools has increased significantly in recent years. Literature suggests that these tools can enhance students' literacy and collaborative skills. As society becomes increasingly digitized, preschool curriculum reform also emphasises the subjects of technology and science as priority areas of learning.…
Descriptors: Foreign Countries, Technology Uses in Education, Handheld Devices, General Education
Rovy Branon; Moses Wolfenstein; Cathrin Weiss – International Journal of Designs for Learning, 2016
The Mobile Access to Supplementary Learning Objects (MASLO) is an open source software kit developed by the Advanced Distributed Learning Co-Laboratory (AADLC) at the University of Wisconsin-Extension. The MASLO kit is designed to provide the components for content authoring and delivery on Apple iOS® and Google Android® smart phones. This project…
Descriptors: Educational Technology, Technology Uses in Education, Computer Software, Open Source Technology
Kynigos, Chronis; Grizioti, Marianthi – Informatics in Education, 2018
During the last decade, coding has come to the foreground of educational trends as a strong mean for developing students' Computational Thinking (or CT). However, there is still limited research that looks at coding and Computational Thinking activities through the lens of constructionism. In this paper, we discuss how the knowledge we already…
Descriptors: Coding, Computation, Educational Technology, Technology Uses in Education
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
Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Wilson, Amanda; Hainey, Thomas; Connolly, Thomas M. – International Journal of Game-Based Learning, 2013
Newer approaches such as games-based learning (GBL) and games-based construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of empirical evidence supporting their validity as teaching and learning approaches. To address this issue…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Sullivan, Florence R.; Heffernan, John – Journal of Research on Technology in Education, 2016
This article presents a systematic review of research related to the use of robotics construction kits (RCKs) in P-12 learning in the STEM disciplines for typically developing children. The purpose of this review is to configure primarily qualitative and mixed methods findings from studies meeting our selection and quality criterion to answer the…
Descriptors: Robotics, Manipulative Materials, STEM Education, Elementary Secondary Education
Soares, Andrey – Information Systems Education Journal, 2014
App Inventor has been used successfully to teach introduction to programming course for CS/IS/IT and Non-CS majors. Now, researchers are looking on how to include the tool in the curriculum of more advanced computing courses. This paper presents some Issues, Challenges and Opportunities observed while teaching courses on Mobile Application…
Descriptors: Teaching Methods, Programming, Computer Science Education, Information Systems
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
