NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 5 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Fokides, Emmanuel – International Journal of Mobile and Blended Learning, 2018
The study presents the results of a project in which tablets and a ready-made application were used for teaching basic programming concepts to young primary school students (ages 7-9). A total of 135 students participated in the study, attending primary schools in Athens, Greece, divided into three groups. The first was taught conventionally. The…
Descriptors: Elementary School Students, Programming, Handheld Devices, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rose, Simon P.; Habgood, M. P. Jacob; Jay, Tim – Electronic Journal of e-Learning, 2017
Programming tools are being used in education to teach computer science to children as young as 5 years old. This research aims to explore young children's approaches to programming in two tools with contrasting programming interfaces, ScratchJr and Lightbot, and considers the impact of programming approaches on developing computational thinking.…
Descriptors: Young Children, Computer Science Education, Programming, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pásztor, Attila; Pap-Szigeti, Róbert; Lakatos Török, Erika – Informatics in Education, 2010
In this article we try to show how new devices and methods can help in the education of programming. At Kecskemét College programmable mobile robots and instead of behavioral, the constructivist pedagogical methods were used. Our experiments have proved our hypothesis as the improved new methodical education using devices can give more practical…
Descriptors: Robotics, Programming, Experimental Groups, Control Groups