Publication Date
In 2025 | 146 |
Since 2024 | 528 |
Since 2021 (last 5 years) | 1755 |
Since 2016 (last 10 years) | 3062 |
Since 2006 (last 20 years) | 4853 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Teachers | 256 |
Practitioners | 183 |
Students | 53 |
Administrators | 32 |
Researchers | 24 |
Media Staff | 18 |
Parents | 11 |
Policymakers | 10 |
Community | 3 |
Counselors | 1 |
Support Staff | 1 |
More ▼ |
Location
Turkey | 198 |
Taiwan | 107 |
United Kingdom | 107 |
Australia | 104 |
China | 88 |
Canada | 71 |
Spain | 68 |
California | 58 |
Sweden | 56 |
Germany | 54 |
Greece | 51 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 2 |
Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
Dalize van Heerden; Jeanne Kriek – Online Submission, 2024
Researchers and educators are concerned about student success in tertiary programming courses, a situation that is even more pronounced in open and distance e-learning institutions. The aim of this study was to integrate 60 video lessons and compare passing and failing student in terms of their performance in JavaScript with three broad online…
Descriptors: Video Technology, Technology Uses in Education, Electronic Learning, Introductory Courses
Durak, Hatice Yildiz; Guyer, Tolga – Gifted Education International, 2019
Since programming processes involve different thinking skills and different fields of knowledge, it is especially important for children to acquire 21st-century skills. Even though the programming education activities are being intensively applied, it can be said that there is a gap in quantitative researches supporting the effort to reveal the…
Descriptors: Computer Science Education, Programming, Programming Languages, Active Learning
Velez, Martin – ProQuest LLC, 2019
Software is an integral part of our lives. It controls the cars we drive every day, the ships we send into space, and even our toasters. It is everywhere and we can easily download more. Software solves many real-world problems and satisfies many needs. Thus, unsurprisingly, there is a rising demand for software engineers to maintain existing…
Descriptors: Computer Science Education, Programming, Introductory Courses, Computer Software
Djelil, Fahima; Albouy-Kissi, Adelaide; Albouy-Kissi, Benjamin; Sanchez, Eric; Lavest, Jean-Marc – Journal of Interactive Learning Research, 2016
Object-Oriented paradigm is a common paradigm for introductory programming courses. However, many teachers find that transitioning to teaching this paradigm is a difficult task. To overcome this complexity, many experienced teachers use microworlds to give beginner students an intuitive and rapid understanding of fundamental abstract concepts of…
Descriptors: Programming, Models, Introductory Courses, Programming Languages
Dayal, Vikram – International Journal of Mathematical Education in Science and Technology, 2023
Epidemiological models have enhanced relevance because of the COVID-19 pandemic. In this note, we emphasize visual tools that can be part of a learning module geared to teaching the SIR epidemiological model, suitable for advanced undergraduates or beginning graduate students in disciplines where the level of prior mathematical knowledge of…
Descriptors: Biology, Visual Aids, Epidemiology, Science Instruction
Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
Li, Jiansheng; Lin, Yuyu; Sun, Mingzhu; Shadiev, Rustam – Interactive Learning Environments, 2023
This study examined whether socially shared regulation of learning (SSRL) enhances students' algorithmic thinking performance, promotes learning participation and improves students' learning attitudes through game-based collaborative learning. The students learned algorithmic knowledge and completed programing tasks using Kodu, a new visual…
Descriptors: Cooperative Learning, Game Based Learning, Educational Environment, Algorithms
Bjursten, Eva-Lena; Nilsson, Tor; Gumaelius, Lena – International Journal of Technology and Design Education, 2023
There is a recognized need for research on how to teach computer programming in primary schools in Sweden grades 4-6 (10-12-year-old pupils). Studies of teaching show the importance of teachers' knowledge of content and pedagogy and how these two parts affect each other (i.e. pedagogical content knowledge [PCK]). Most teachers in Sweden have…
Descriptors: Computer Science Education, Programming, Technological Literacy, Pedagogical Content Knowledge
Chan, Shiau-Wei; Looi, Chee-Kit; Ho, Weng Kin; Kim, Mi Song – Journal of Educational Computing Research, 2023
The importance of computational thinking (CT) as a 21st-century skill for future generations has been a key consideration in the reforms of many national and regional educational systems. Much attention has been paid to integrating CT into the traditional subject classrooms. This paper describes a scoping review of learning tools for integrating…
Descriptors: Thinking Skills, 21st Century Skills, Teaching Methods, Research Reports
St. John, Jeremy; St. John, Karen; St. John, Christopher – Journal of Education for Business, 2023
Teamwork skills are an important part of business school curriculum typically taught using project-based experiential methods. This paper presents best practices for teaching teamwork skills to Gen Z students using a project-based learning, peer mentoring approach. With experiential learning theory as a guide, an interdisciplinary process was…
Descriptors: Student Projects, Active Learning, Interdisciplinary Approach, Peer Relationship
Ian Patrick Heraty – ProQuest LLC, 2023
This dissertation was a comparative study of computer science in secondary schools in both Ireland and the United States. Computer science was a new subject compared to more established subjects in both Ireland and the United States. This dissertation looked at how this subject could be accessed by students in both countries. I used a document…
Descriptors: Computer Science Education, Comparative Education, High School Students, Foreign Countries
Priti Oli; Rabin Banjade; Arun Balajiee Lekshmi Narayanan; Peter Brusilovsky; Vasile Rus – Grantee Submission, 2023
Self-efficacy, or the belief in one's ability to accomplish a task or achieve a goal, can significantly influence the effectiveness of various instructional methods to induce learning gains. The importance of self-efficacy is particularly pronounced in complex subjects like Computer Science, where students with high self-efficacy are more likely…
Descriptors: Computer Science Education, College Students, Self Efficacy, Programming
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games