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Showing 1 to 15 of 18 results Save | Export
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Xinli Zhang; Yuchen Chen; Lailin Hu; Gwo-Jen Hwang; Yun-Fang Tu – International Journal of STEM Education, 2025
Background: In the digital age, fostering young children's computational thinking (CT) and executive functions (EFs) through programming has emerged as a significant research issue. While unplugged programming activities are commonly adopted in preschools, robot programming activities have recently gained attention for the potential to enhance…
Descriptors: Thinking Skills, Computation, Executive Function, Programming
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Yonggang Wei; Lu Wang; Yi Tang; Junyue Su; Yaxian Lei; Wanran Peng – Journal of Computer Assisted Learning, 2024
Background: The pedagogy of computational thinking has gained extensive traction across numerous nations globally, with a particular emphasis on nurturing computational thinking in the formative years of early childhood. Nevertheless, the efficacy of diverse instructional approaches in the domain of programming education, with regards to fostering…
Descriptors: Programming, Computation, Thinking Skills, Young Children
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Lihui Sun; Junjie Liu – Journal of Educational Computing Research, 2024
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students' understanding of programming's abstract concepts and code logic. Text-based programming approaches can…
Descriptors: Thinking Skills, Computation, Programming, Gamification
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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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Tsai, Fu-Hsing; Hsiao, Hsien-Sheng; Yu, Kuang-Chao; Lin, Kuen-Yi – International Journal of Technology and Design Education, 2022
In order to reflect on the lack of developing content knowledge of technology education in Taiwan's primary teacher education, the main aim of this study was to develop a STEM-based game-design project for helping preservice primary teachers acquire computational thinking concepts in a teacher education course and to evaluate its effectiveness.…
Descriptors: Foreign Countries, STEM Education, Game Based Learning, Design
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Gao, Xuemin; Hew, Khe Foon – Journal of Educational Computing Research, 2022
Computational thinking (CT) has attracted significant interest among many educators around the globe. Despite this growing interest, research on CT and programming education in elementary school remains at an initial stage. Many relevant studies have adopted only one type of method to assess students' CT, which may lead to an incomplete view of…
Descriptors: Thinking Skills, Computation, Flipped Classroom, Elementary School Students
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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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Flesch, Breeann; Gabaldón, Camila; Nabity, Matthew; Thomas, Darryl – International Journal of Computer Science Education in Schools, 2021
Increasing the inclusion of underrepresented individuals in coding is an intractable problem, with a variety of initiatives trying to improve the situation. Many of these initiatives involve STEAM education, which combines the arts with traditional STEM disciplines. Evidence is emerging that this approach is making headway on this complex problem.…
Descriptors: Art Education, STEM Education, Dance, Coding
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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
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Mouza, Chrystalla; Pan, Yi-Cheng; Yang, Hui; Pollock, Lori – Journal of Educational Computing Research, 2020
In this work, we examine whether repeated participation in an after-school computing program influenced student learning of computational thinking concepts, practices, and perspectives. We also examine gender differences in learning outcomes. The program was developed through a school-university partnership. Data were collected from 138 students…
Descriptors: After School Programs, Thinking Skills, Computer Science Education, Repetition
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Cervera, Núria; Diago, Pascual D.; Orcos, Lara; Yáñez, Dionisio F. – Education Sciences, 2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few…
Descriptors: Thinking Skills, Mentors, Robotics, Educational Technology
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Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Fancsali, Cheri; Mirakhur, Zitsi; Klevan, Sarah; Rivera-Cash, Edgar – Research Alliance for New York City Schools, 2022
The perspective that computing and computational thinking (CT) are necessary competencies for the 21st century is increasingly pervasive. Computational concepts and methods--problem solving, designing systems, refining the steps in a process, and tinkering toward creative solutions--are relevant in nearly every discipline, profession, and…
Descriptors: Thinking Skills, Problem Solving, Computation, Science Instruction
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Bhuyan, Jay; Wu, Fan; Thomas, Cassandra; Koong, Kai; Hur, Jung Won; Wang, Chih-hsuan – TechTrends: Linking Research and Practice to Improve Learning, 2020
This paper describes the design, implementation, and results of an NSF funded Summer Academy from 2016 to 2018, which engaged, on an annual basis, 30 to 60 rising 10th and 11th grade high school science students in an innovative, technology-enriched Project Based Learning (PBL) environment. This Academy emphasized how tech gadgets work and the…
Descriptors: Teaching Methods, Grade 10, Grade 11, High School Students
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Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
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