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Denner, Jill; Bean, Steve; Martinez, Jacob – Afterschool Matters, 2009
This article describes the Girl Game Company's involvement in teaching Latina girls to design and program computer games while building a network of support to help them pursue IT courses and careers. Afterschool programs like the Girl Game Company can fill an important gap by providing opportunities for underserved youth to build IT fluency. A…
Descriptors: Females, Hispanic Americans, Computer Games, Design
Lynch, Collin; Ashley, Kevin D.; Pinkwart, Niels; Aleven, Vincent – International Journal of Artificial Intelligence in Education, 2009
In this paper we consider prior definitions of the terms "ill-defined domain" and "ill-defined problem". We then present alternate definitions that better support research at the intersection of Artificial Intelligence and Education. In our view both problems and domains are ill-defined when essential concepts, relations, or criteria are un- or…
Descriptors: Definitions, Artificial Intelligence, Problem Solving, Educational Research
Hilbelink, Amy J. – British Journal of Educational Technology, 2009
Results of a study designed to determine the effectiveness of implementing three-dimensional (3D) stereo images of a human skull in an undergraduate human anatomy online laboratory were gathered and analysed. Mental model theory and its applications to 3D relationships are discussed along with the research results. Quantitative results on 62 pairs…
Descriptors: Science Laboratories, Multivariate Analysis, Anatomy, Science Achievement
Yarosh, Svetlana; Guzdial, Mark – Journal on Educational Resources in Computing, 2008
Learning computing with respect to the context of its use has been linked in previous reports to student motivation in introductory Computer Science (CS) courses. In this report, we consider the role of context in a second course. We present a case study of a CS2 data structures class that uses a media computation context. In this course, students…
Descriptors: Relevance (Education), Learner Engagement, Instructional Design, Case Studies
Shiong, Kok Boon; Aris, Baharuddin; Ahmad, Maizah Hura; Bilal Ali, Mohamad; Harun, Jamalludin; Tasir, Zaidatun – Journal of Educational Multimedia and Hypermedia, 2008
This paper attempts to describe a research project related to Form Six students' learning "Goal Programming" using an interactive multimedia (IMM) courseware. The purpose of the study is to determine the suitability of the design in the multimedia courseware for learning "Goal Programming" and students' preferences toward the…
Descriptors: Courseware, Programming, Foreign Countries, Multimedia Materials
Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K. – Computers & Education, 2008
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Descriptors: Creative Activities, Computers, Programming, Gender Differences
Tchounikine, Pierre – International Journal of Computer-Supported Collaborative Learning, 2008
This paper presents a conceptual analysis of the technological dimensions related to the operationalization of CSCL macro-scripts. CSCL scripts are activity models that aim at enhancing the probability that knowledge generative interactions such as conflict resolution, explanation or mutual regulation occur during the collaboration process. We…
Descriptors: Cooperation, Models, Educational Technology, Computer Uses in Education
Fellers, Jack W. – Journal of Information Systems Education, 2008
The first meeting of any course and its many activities sets in motion the establishment of a course climate and addressing student expectations. How can students be actively and collaboratively engaged, in a non-threatening environment, having their curiosity aroused, and begin to learn about the course all during the first class meeting? This…
Descriptors: Interpersonal Communication, Systems Development, Interviews, Cooperative Learning
Benander, Alan C.; Benander, Barbara A. – Journal of Information Systems Education, 2008
Educators have been using the Towers of Hanoi problem for many years as an example of a problem that has a very elegant recursive solution. However, the elegance and conciseness of this solution can make it difficult for students to understand the amount of computer time required in the execution of this solution. And, like many recursive computer…
Descriptors: Computer Science Education, Information Systems, Programming, Active Learning
Levy, Sharona T.; Mioduser, David – International Journal of Technology and Design Education, 2008
This study investigates young children's perspectives in explaining a self-regulating mobile robot, as they learn to program its behaviors from rules. We explore their descriptions of a robot in action to determine the nature of their explanatory frameworks: psychological or technological. We have also studied the role of an adult's intervention…
Descriptors: Educational Theories, Young Children, Kindergarten, Robotics
Myers, J. Paul, Jr.; Munsinger, Brita – 1996
This paper investigates the relationship between learning style and programming achievement in two paradigms: imperative and functional. An imperative language achieves its effect by changing the value of variables by means of assignment statements while functional languages rely on evaluation of expressions rather than side-effects. Learning…
Descriptors: Achievement Gains, Cognitive Style, Computer Science Education, Correlation
Peer reviewedPotter, Andrew – Internet and Higher Education, 2003
Authorware is Macromedia's powerful feature-rich tool for courseware development. Version 6.5, released in September 2002, introduces new features for usability, extensibility, and accessibility. New usability enhancements include improvements to script functions and liberal use of drag-and-drop operations. First-time users should beware that they…
Descriptors: Authoring Aids (Programming), Computer Software Evaluation, Courseware, Information Technology
Peer reviewedChapman, Bryan L. – Journal of Interactive Instruction Development, 1994
Discusses the effect of object-oriented programming on the evolution of authoring systems. Topics include the definition of an object; examples of object-oriented authoring interfaces; what object-orientation means to an instructional developer; how object orientation increases productivity and enhances interactivity; and the future of courseware…
Descriptors: Authoring Aids (Programming), Cognitive Development, Courseware, Information Technology
Peer reviewedRamalingam, Vennila; Wiedenbeck, Susan – Journal of Educational Computing Research, 1998
A 32-item self-efficacy scale for computer programming was developed, primed to the C++ programming language. The scale was administered to 421 students at the beginning and end of an introductory course in C++ programming. There was growth in self-efficacy between two administrations of the scale 12 weeks apart, particularly for students who…
Descriptors: Cognitive Structures, Computer Science Education, Computer Software, Higher Education
Downes, Stephen; Shata, Osama; Lin, Fuhua (Oscar); Jamlan, Muain – International Review of Open and Distance Learning, 2001
Describes their essential components of learning objects (any element that might be contained inside a course) and gives a theoretical perspective. Discusses learning objects as they are developed and used in distance education. "A Middle Eastern Perspective" (Shata); " A Chinese Perspective" (Lin); and "A Perspective from…
Descriptors: Authoring Aids (Programming), Course Content, Distance Education, Foreign Countries

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