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Showing 1 to 15 of 24 results Save | Export
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K. G. Srinivasa; Aman Singh; Kshitij Kumar Singh Chauhan – IEEE Transactions on Education, 2024
Contribution: This article investigates the impact of gamified learning on high school students (grades 9-12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education…
Descriptors: High School Students, Gamification, Computer Science Education, Critical Thinking
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Daevesh Singh; Ramkumar Rajendran – Smart Learning Environments, 2024
The relationship between cognitive engagement and learning gains in computer programming has not been well-studied. This study examined the relationship between students' cognitive engagement and learning gains in the context of Python programming. Cognitive engagement, defined by the Interactive, Constructive, Active, Passive (ICAP) framework,…
Descriptors: Programming, Learner Engagement, Thinking Skills, Time Management
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Kristina Tank; Tamara Moore; Anne Ottenbreit-Leftwich; Sohheon Yang; Zarina Wafula; Lin Chu – Journal of Technology and Teacher Education, 2025
This paper explores the experiences and learning outcomes of preservice elementary teachers (PSTs) as they integrate computational thinking (CT) into their teaching practices during a structured field experience. Through a qualitative content analysis of video reflections from 27 PSTs, the study examines how teaching CT lessons to K-2 students…
Descriptors: Preservice Teachers, Thinking Skills, Computation, Field Experience Programs
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Lin Zhang; Qiang Jiang; Weiyan Xiong; Wei Zhao – Journal of Educational Computing Research, 2025
This study seeks to deepen the understanding of the direct and indirect effects of human-computer dialogic interaction programming activities, facilitated by ChatGPT, on student engagement. Data were collected from 109 Chinese high school students who engaged in programming tasks using either ChatGPT-driven dialogic interaction or traditional pair…
Descriptors: Artificial Intelligence, Computer Software, Computer Science Education, Programming
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Merijke Coenraad; Alessandra Rangel; Kyle Dunbar – Journal of Research on Technology in Education, 2025
Based in a research-practice partnership around district-wide computational thinking (CT) Pathways, this paper explores how six districts utilized the CT Engagement Inventory to examine if and how students are engaged in computing learning opportunities and write inclusive CT pathway goals. We found the CT Engagement Inventory supported districts…
Descriptors: Computation, Thinking Skills, School Districts, Research and Development
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Zhizezhang Gao; Haochen Yan; Jiaqi Liu; Xiao Zhang; Yuxiang Lin; Yingzhi Zhang; Xia Sun; Jun Feng – International Journal of STEM Education, 2025
Background: With the increasing interdisciplinarity between computer science (CS) and other fields, a growing number of non-CS students are embracing programming. However, there is a gap in research concerning differences in programming learning between CS and non-CS students. Previous studies predominantly relied on outcome-based assessments,…
Descriptors: Computer Science Education, Mathematics Education, Novices, Programming
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Ehsan, Hoda; Rehmat, Abeera P.; Cardella, Monica E. – International Journal of Technology and Design Education, 2021
Just as engineering and computational thinking have recently gained increased attention in pre-college school-based education, many museums and science centers have also designed exhibits and experiences to promote computational thinking and engineering learning. Recent reports suggest that computational and engineering thinking can empower each…
Descriptors: Computer Science, Engineering, Informal Education, Science Teaching Centers
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Kristina M. Tank; Tamara J. Moore; Anne Ottenbreit-Leftwich; Zarina Wafula; Lin Chu; Sohheon Yang – Journal of Research on Technology in Education, 2025
This study investigates the integration of computational thinking (CT) into early elementary literacy, focusing on kindergarten to second grade students, using multiple representations to understand their ideas of CT. Through clinical task-based interviews with 12 students, we found that concrete manipulatives, pictorial/graphical representations,…
Descriptors: Early Childhood Education, Computation, Thinking Skills, Inclusion
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Hayes, Aleshia – International Journal on E-Learning, 2022
This case study analyzes engagement during situated learning students engaged in the Global Game Jam, a three-day game development event. The themes identified as indicators of engagement for thematic analysis during this research were from the National Center for Educational Statistics' (NCES) National Survey of Student Engagement (NSSE). The…
Descriptors: Learner Engagement, Situated Learning, Games, Computer Science Education
Allison Master; Daijiazi Tang; Desiree Forsythe; Taylor M. Alexander; Sapna Cheryan; Andrew N. Meltzoff – Grantee Submission, 2023
Learning coding during early childhood is an effective way for children to practice computational thinking. Aspects of children's motivation can increase the likelihood that children approach computational thinking activities with enthusiasm and deep engagement. Gender inequities may interfere with children's readiness to take advantage of…
Descriptors: Coding, Gender Differences, Equal Education, Computer Science Education
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Hansen, Nils Kristian; Hadjerrouit, Said – International Association for Development of the Information Society, 2021
The purpose of this paper is to investigate students' engagement in computational thinking (CT) and programming with MATLAB when solving a mathematical task in a programming course at the undergraduate level. The data collection method is participant observation of three groups of three students presented with a mathematical task to solve. The…
Descriptors: Computer Science Education, Computer Software, Mathematics Instruction, Teaching Methods
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Scharber, Cassandra; Peterson, Lana; Chang, Yu-Hui; Barksdale, Sarah; Sivaraj, Ramya – Pedagogies: An International Journal, 2021
We recommend the conceptualization of computing as a critical literacy, and ground this conceptualization in considerations of historical and current realities in computing. The frameworks of connected learning and computational participation are recommended as guides for "doing" critical computing literacy. We present the findings from…
Descriptors: Critical Theory, Computer Science Education, Elementary Secondary Education, After School Programs
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Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
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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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