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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
European Education and Culture Executive Agency, European Commission, 2023
This report presents the results of the 2023 data collection on the structural indicators for monitoring education and training systems in the area of digital competence. The report contains six indicators on key policies in the following areas: 1. curriculum, 2. teachers, 3. assessment, 4. the digital education ecosystem. The paper contains…
Descriptors: Foreign Countries, Technological Literacy, Educational Policy, Curriculum
Joao Alberto Arantes do Amaral – Journal of Problem Based Learning in Higher Education, 2023
In this case study, we present our findings regarding a massive open online Scratch programming course. The course, which followed a project-based learning approach, was delivered from July 4 to 30, 2022 to 186 students in Brazil. The students were challenged to develop individual coding projects. Our research goal was to investigate teaching and…
Descriptors: MOOCs, Programming, Computer Science Education, Computers
Omar Ahmed Yacoub – ProQuest LLC, 2023
The Purpose of this dissertation is to explore undergraduate Computer Science (CS) students' writing processes and transfer as they occur in the process of completing a writing assignment in a CS course. In particular, I observe and analyze students' writing processes, and investigate examples of writing knowledge transfer from prior and…
Descriptors: Undergraduate Students, Computer Science Education, Majors (Students), Transfer of Training
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
Sagun Giri – ProQuest LLC, 2023
Past efforts to teach novices programming through pair programming and project-based learning utilizing different low floors, high ceilings and wide walls platforms have been successful. Building from related work, this study investigates the effectiveness of Productive Failure (PF) pedagogical design in supporting youth and novices when learning…
Descriptors: Coding, Youth, Computation, Thinking Skills
I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
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
Christopher A. Carr – ProQuest LLC, 2023
This doctoral dissertation explores the perceptions of diversity leadership by department chairs in engineering and computing in higher education and their role in creating social change. Using a qualitative research design, this study explores the lived experiences of department chairs who are tasked with leading diversity and inclusion efforts…
Descriptors: Diversity, Social Change, Engineering Education, Computer Science Education
Matthews, Lowell, Jr.; Yongpradit, Pat – Foundation for Excellence in Education (ExcelinEd), 2019
America's need for top talent in information technology and computer science is a longstanding problem. However, as the pace of technological change accelerates, the demand for skilled information technology and computer science workers is reaching critical levels while the supply of skilled workers remains well below the needs of the nation's…
Descriptors: Elementary Secondary Education, Computer Science Education, Educational Change, Demand Occupations
Jijian Lu; Ruxin Zheng; Zikun Gong; Huifen Xu – IEEE Transactions on Learning Technologies, 2024
Generative artificial intelligence (AI) has emerged as a noteworthy milestone and a consequential advancement in the annals of major disciplines within the domains of human science and technology. This study aims to explore the effects of generative AI-assisted preservice teaching skills training on preservice teachers' self-efficacy and higher…
Descriptors: Professional Development, Artificial Intelligence, Thinking Skills, Self Efficacy
Christopher Lore; Hee-Sun Lee; Amy Pallant; Charles Connor; Jie Chao – International Journal of Science and Mathematics Education, 2024
As computational methods are widely used in science disciplines, integrating computational thinking (CT) into classroom materials can create authentic science learning experiences for students. In this study, we classroom-tested a CT-integrated geoscience curriculum module designed for secondary students. The module consisted of three inquiry…
Descriptors: Risk, Science Instruction, Physical Geography, Natural Disasters

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