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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
Sharma, Madhav; Biros, David; Ayyalasomayajula, Surya; Dalal, Nikunj – Journal of Information Systems Education, 2020
Teaching introductory programming to IS students is challenging. The educational, technological, demographic, and cultural landscape has changed dramatically in recent years. The post-millennial generation has different needs and expectations in an era of open resources. Learning to program is perceived as difficult, teaching approaches are…
Descriptors: Introductory Courses, Programming, Computer Science Education, Undergraduate Students
Xiao, Jun; Cao, Mengying; Li, Xuejiao; Hansen, Preben – International Journal of Distance Education Technologies, 2020
Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware "Starry Sky Exploration--Eight Planets in the Solar System" and explored how AR can bring an immersive…
Descriptors: Courseware, Instructional Effectiveness, Computer Simulation, Astronomy
Sondakh, Debby Erce; Osman, Kamisah; Zainudin, Suhaila – European Journal of Educational Research, 2020
Studies have acknowledged computational thinking (CT) as an efficient approach for problem-solving particularly required in digital workplaces. This research aims to identify indicators for a holistic CT assessment instrument for undergraduate students. A three-round fuzzy Delphi study has been conducted to gain comprehensive opinions and…
Descriptors: Holistic Approach, Teamwork, Work Environment, Information Technology
Karaoglan Yilmaz, Fatma Gizem – Online Submission, 2020
The aim of this research is to examine the relationships between students' community of inquiry, academic self-efficacy, reflective thinking skills, problem-solving skills, and metacognitive awareness in a flipped learning environment supported by personalized recommendation and guidance messages based on learning analytics. For this purpose,…
Descriptors: Blended Learning, Learning Analytics, Feedback (Response), Individualized Instruction
Kirk, Diana; Luxton-Reilly, Andrew; Tempero, Ewan – Teaching and Learning Research Initiative, 2020
New Zealand has a shortage of skilled workers in information technology (IT). Skills relating to computer programming (e.g., software engineer, applications programmer, software tester, web developer) all appear on the 2019 Long Term Skill Shortage List published by Immigration New Zealand. In many parts of the world, demand for computing…
Descriptors: Information Technology, Foreign Countries, Skilled Workers, Computer Science Education
McGowan, Ian S. – International Association for Development of the Information Society, 2020
Upto now, the knowledge building influence of the fundamental communicative functions during an on-line collaborative learning (OLCL) session, i.e. argumentative, responsive, elicitative, informative and imperative have been mainly based on results from qualitative studies, results that could have been strengthened by quantitative approaches.…
Descriptors: Higher Education, Online Courses, Cooperative Learning, Computer Science Education
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
Edwards, John; Hart, Kaden; Shrestha, Raj – Journal of Educational Data Mining, 2023
Analysis of programming process data has become popular in computing education research and educational data mining in the last decade. This type of data is quantitative, often of high temporal resolution, and it can be collected non-intrusively while the student is in a natural setting. Many levels of granularity can be obtained, such as…
Descriptors: Data Analysis, Computer Science Education, Learning Analytics, Research Methodology
Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
Payton, Fay Cobb; Yarger, Lynette (Kvasny) – Journal of Negro Education, 2018
Microaggressions are brief and commonplace daily verbal behavioral or environmental indignities (whether intentional or unintentional) that communicate hostility, insensitivity and negativity to an individual or group. Microaggressions communicate beliefs about who is expected to participate in and succeed in fields of study. Microaggressions can…
Descriptors: Racial Bias, African American Teachers, College Faculty, Teaching Conditions
Marshall, Thomas E.; Drum, Dawna M.; Lambert, Sherwood L.; Morris, Steven A. – Journal of Information Systems Education, 2018
This case addresses the critical topic in education of developing students' skills and capabilities associated with enterprise-level business intelligence systems and associated internal control concerns. The experiences of using a business intelligence,task-based activity in an interdisciplinary curriculum model are presented and discussed.…
Descriptors: Interdisciplinary Approach, Learning Activities, Accounting, Information Systems
Lang, Guido – Information Systems Education Journal, 2018
While regular reflection has been found to be a key practice in agile software development, the use of learning journals in computer information systems (CIS) education has yet to be studied systematically. Learning journals are writing-to-learn interventions that use writing as a medium to facilitate metacognition. A randomized controlled trial…
Descriptors: Student Journals, Metacognition, Learning Motivation, Computer Science Education
Akcapinar, Gokhan; Bayazit, Alper – Turkish Online Journal of Distance Education, 2018
The deep and surface learning approaches are closely related to the students' interaction with learning content and learning outcomes. While students with a surface approach have a tendency to acquire knowledge without questioning and to try to pass courses with minimum effort, students with a deep learning approach tend to use more skills such as…
Descriptors: Video Technology, Student Behavior, Technology Uses in Education, Interaction
Olelewe, Chijioke Jonathan; Agomuo, Emmanuel E.; Obichukwu, Peter Uzochukwu – Education and Information Technologies, 2019
Achieving learner engagement in the teaching and learning process is paramount towards ensuring knowledge retention in QBASIC programming. This study focuses on effects of b-learning and face-to-face (F2F) on college students' engagement and retention in QBASIC programming. The study adopted quasi-experimental design with non-equivalent group…
Descriptors: College Students, Learner Engagement, Retention (Psychology), Programming

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