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Ran Wei – Cogent Education, 2024
The utilisation of the RIASEC Theory, based on the Holland Code, has gained substantial popularity in the realm of career planning. Nevertheless, only a limited number of studies have explored the potential influence of the six personality types identified in the Realistic-Investigative-Artistic-Social-Enterprising-Conventional Theory (RIASEC…
Descriptors: Foreign Countries, Undergraduate Students, Educational Theories, Career Choice
Victor Manuel Corza-Vargas; Roberto Martinez-Maldonado; Boris Escalante-Ramirez; Jimena Olveres – Journal of Learning Analytics, 2024
While teachers often monitor and adjust their learning design based on students' emotional states in physical classrooms, synchronous online environments often limit their ability to perceive the emotional climate of the class. Drawing from the concept of social translucence, it is suggested that making students' emotional states…
Descriptors: Foreign Countries, Undergraduate Students, Privacy, Cultural Awareness
Zitsi Mirakhur; Cheri Fancsali; Kathryn Hill – ACM Transactions on Computing Education, 2024
Objectives: At the K-12 level, "CS for All" initiatives across the country strive to increase equitable access to and participation in computer science (CS). However, there are many open questions about the implementation and effectiveness of these initiatives, including the extent to which exposing young people to CS early on can shape…
Descriptors: Grade 6, Grade 7, Grade 8, African American Students
Hart, Jennifer; Park, Sanghoon – Community College Journal of Research and Practice, 2021
In this case study, we explored how nontraditional community college students regulate their motivational efforts to achieve their goals in a blended technology course. Specifically, we investigated nontraditional community college students' perception of their participation goals in a blended learning course, their use of motivational regulation…
Descriptors: Nontraditional Students, Two Year College Students, Adults, Community Colleges
Hodges, Jaret; Mun, Rachel U.; Oveross, Mattie E.; Ottwein, Jessica K. – Gifted Child Quarterly, 2021
Lewis M. Terman's "Genetic Studies of Genius" stands as one of the landmark studies of the 20th century in the educational and psychological sciences. This longitudinal study of individuals in the top 1% of general cognitive ability has sparked interest and debate among scholars for nearly 100 years. In this study, we examine how…
Descriptors: Academically Gifted, Cognitive Ability, Intelligence Quotient, Bibliometrics
Sözeri, Mahmut Can; Kert, Serhat Bahadir – International Journal of Computer Science Education in Schools, 2021
In this study, the effects of interactive video usage in programming education on academic achievement and self-efficacy perception of programming were investigated by taking into account learning styles. The research was patterned according to the causal-comparative model, and also, correlation analysis was performed for related research.…
Descriptors: Correlation, Interactive Video, Programming, Academic Achievement
Dorotea, Nuno; Piedade, João; Pedro, Ana – Education Sciences, 2021
This paper reports a case study, developed in K-12 Portuguese Education, that aimed to analyze the computer science teachers' knowledge, interest, and self-confidence to use educational robotics and other programable objects in classroom activities to teach computer science concepts and to promote students' computational thinking skills. The…
Descriptors: Foreign Countries, Computer Science Education, Teacher Characteristics, Knowledge Base for Teaching
Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
Soboleva, Elena V.; Suvorova, Tatyana N.; Zenkina, Svetlana V.; Bocharov, Mikhail I. – European Journal of Contemporary Education, 2021
The problem that the given paper aims to solve is associated with the need to resolve the contradiction between the requirements of the digital economy for a high level of computational thinking of specialists of the future and an insufficiently developed methodological base for training graduates that meets these requirements. The purpose of the…
Descriptors: Computer Games, Computer Science Education, Computer Software, Specialists
Kwon, Kyungbin; Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Jeon, Minji; Yan, Ge – Educational Technology Research and Development, 2021
This study investigated how a computer science (CS) problem-based curriculum impacted elementary students' CS learning and attitudes. Four sixth-grade teachers and 200 of their students participated in the study. Researchers developed a CS curriculum in collaboration with the teachers, which consisted of two main units: (1) an introduction to…
Descriptors: Problem Based Learning, Elementary School Curriculum, Elementary School Students, Student Attitudes
Tsai, Meng-Jung; Wang, Ching-Yeh – Journal of Educational Computing Research, 2021
To explore the role of design thinking in contemporary computer literacy education, this study aimed to examine the relationship between young students' design thinking disposition and their computer programming self-efficacy. To assess students' design thinking disposition, this study developed the Design Thinking Disposition Scale (DTDS) with a…
Descriptors: Design, Thinking Skills, Computer Science Education, Computer Literacy
Uca Özturk, Fatma; Özdemir, Muzaffer; Özbasi, Durmus – Educational Policy Analysis and Strategic Research, 2021
This study aims to reveal how project-based teaching method affects students' achievement, cognitive load and behaviors in programming teaching. In the study, the pretest-posttest, unequaled control group quasi-experimental model, which is one of the experimental models, was used. The participants of the study were sixth grade students who take…
Descriptors: Active Learning, Student Projects, Programming, Computer Science Education
Troussas, Christos; Krouska, Akrivi; Sgouropoulou, Cleo – IEEE Transactions on Education, 2021
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers…
Descriptors: Undergraduate Students, Intelligent Tutoring Systems, Computer Science Education, Programming
Hansen, Alexandria; Gribble, Jim; Moran, Amber; Hansen, Eric; Harlow, Danielle – Science and Children, 2021
In an increasingly digital world, the elementary school students of today who learn to program will be positioned to re-imagine and build the future. As educators, it is essential to consider how such an important skill is made accessible for a diverse range of students, including those diagnosed with learning disabilities. In this article, the…
Descriptors: Science Instruction, Elementary School Science, Programming, Grade 4
Kokoç, Mehmet; Kara, Mehmet – Educational Technology & Society, 2021
The purposes of the two studies reported in this research are to adapt and validate the instrument of the Evaluation Framework for Learning Analytics (EFLA) for learners into the Turkish context, and to examine how metacognitive and behavioral factors predict learner performance. Study 1 was conducted with 83 online learners enrolled in a 16-week…
Descriptors: Learning Analytics, Electronic Learning, Measures (Individuals), Test Validity

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