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Amy Hutchison; Qi Si; Jamie Colwell; Erdogan Kaya; Eileen Jakeway; Brittany Miller; Kristie Gutierrez; Kelly Regan; Anna Evmenova – Journal of Computer Assisted Learning, 2025
Background: In recent years, computer science education has emerged as a necessary part of school curricula for students of all ages. With such momentum in this direction, it is essential that program designers, educators, and researchers ensure that computer science education is designed to be inclusive, effective, and engaging for all students.…
Descriptors: Coding, Instruction, Scaffolding (Teaching Technique), Literacy
Çakiroglu, Ünal; Mumcu, Suheda – Journal of Educational Computing Research, 2020
This exploratory study attempts to determine problem solving steps in block based programming environments. The study was carried out throughout one term within Code.org. Participants were 15 6th grade secondary school students enrolled in an IT course at a public secondary school. Observations, screenshots and interviews were analyzed together to…
Descriptors: Foreign Countries, Grade 6, Secondary School Students, Problem Solving
Cakir, Nevin Kozcu; Guven, Gokhan – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2019
The purpose of the current study is to design and develop an Arduino-assisted robotic and coding activity in compliance with the 5E learning model for middle school students to construct knowledge and realize learning in science teaching. The study was conducted on 6th grade students attending a private middle school in Turkey in the second term…
Descriptors: Robotics, Coding, Middle School Students, Science Instruction
Hagge, Julia – Gifted Child Today, 2017
Digital technology offers new possibilities for children to play, express themselves, learn, and communicate. A recent development in online practice is a shift toward youth engaged in computer programming online communities. Programming is argued to be the new literacy of the millennium. In this article, I examine the use of Scratch, an online…
Descriptors: Programming, Technological Literacy, Early Adolescents, Academically Gifted
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson – Learning, Media and Technology, 2015
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Teaching Methods
Fletcher, Michael Shane – ProQuest LLC, 2016
This narrative inquiry collective case study investigated the experiences of six sixth grade American Indian males of the Lumbee tribe who struggle with reading. Bounded within an asynchronous closed wiki site, students from three sixth grade classes participated in online threaded discussions and created, posted, and viewed multimedia projects…
Descriptors: Elementary School Students, Grade 6, American Indian Students, Males
Amador, Julie M.; Soule, Terence – Mathematics Teaching in the Middle School, 2015
By 2020, five of the top ten in-demand jobs in the United States will be in information technology (Moeller 2012). Companies across the nation are seeking a new type of employee: one who is computer savvy and who is familiar with computer coding, data, mathematics, and augmented reality (Leber 2013). Recent reports indicate that, although students…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle School Students, Females
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Liu, Min; Wivagg, Jennifer; Geurtz, Renata; Lee, Shih-Ting; Chang, Hyeseung Maria – Interdisciplinary Journal of Problem-based Learning, 2012
This study examined how a group of ten middle school teachers implemented a technology enriched problem-based learning (PBL) environment. The goal was to understand their motivation, document their implementation techniques, and identify factors that teachers considered important in using technology-based PBL tools in their teaching. The analysis…
Descriptors: Middle School Teachers, Science Instruction, Secondary School Science, Curriculum