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Ferris, Kaitlyn A.; Century, Jeanne; Zuo, Huifang – International Journal of Computer Science Education in Schools, 2021
This article reports on implementation of a problem-based learning intervention developed with the intention of finding time for computer science (CS) in the elementary school day. This study investigated differences in effects on students in particular socio-demographic groups using a quasi-experimental design. We first provide an overview of the…
Descriptors: Equal Education, Computer Science Education, Elementary School Students, Intervention
Medveckis, Arturs; Pigozne, Tamara; Tomsons, Dzintars – World Journal on Educational Technology: Current Issues, 2021
Life-long learning, including development of professional competence, is an essential paradigm of the 21st century. The goal of this research is to analyse the quality and efficiency of the educators' professional competence enhancement programme dubbed "Fundamentals of Programming in Visual Programming Environment Scratch" in accordance…
Descriptors: Teacher Competencies, Technological Literacy, Programming Languages, Computer Science Education
Fowler, Brian; Nesen, Yuri; Vegas, Emiliana – Center for Universal Education at The Brookings Institution, 2021
Computer Science (CS) education helps students acquire skills such as computational thinking, problem-solving, and collaboration. Since these skills take preeminence in the rapidly changing 21st century, CS education promises to significantly enhance student preparedness for the future of work and active citizenship. Based on prior analysis and…
Descriptors: Foreign Countries, Computer Science Education, Elementary Secondary Education, Curriculum Development
Katrina Laguarda; Linda Shear; Satabdi Basu; Haiwen Wang – SRI Education, a Division of SRI International, 2021
CoolThink@JC aims to nurture students' proactive use of technologies for social good from a young age, preparing them for a fast-changing digital future through hands-on, minds-on, and joyful learning experiences. After a successful pilot in 32 schools, CoolThink's co-creators, led by The Hong Kong Jockey Club Charities Trust (the Trust), have…
Descriptors: Foreign Countries, Elementary School Students, Elementary Schools, Thinking Skills
Wong, Wing-Kwong – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to propose a maker's approach to teaching an operating systems (OSs) course in which students apply knowledge of OSs to making a toy robot by focusing on input/outputs, hardware devices and system programming. Design/methodology/approach: Classroom action research is involved in this study. Findings: After the course was…
Descriptors: Computer Science Education, Robotics, Toys, Teaching Methods
How, Meng-Leong; Looi, Chee-Kit – International Journal of Computer Science Education in Schools, 2018
Computational Thinking (CT) is pervasive in our daily lives and is useful for problem-solving. Decision-making is a crucial part of problem-solving. In the extant literature, problem-solving strategies in educational settings are often conveniently attributed to intuition; however, it is well documented that computer programmers might even have…
Descriptors: Mathematics Instruction, Equations (Mathematics), Scaffolding (Teaching Technique), Decision Making
Huskey, Sybil; Latulipe, Celine; Word, Melissa; Lottridge, Danielle – Journal of Dance Education, 2018
This case study looks at the use of focus groups as a reflective pedagogical tool in a collaborative project at the University of North Carolina at Charlotte. The study involved the DanceDraw project, a collaboration between choreographers and computer scientists investigating the intersection of dance and technology. Eight dance and technology…
Descriptors: Focus Groups, Dance, Case Studies, Computer Science
Paraskevopoulou-Kollia, Efrosyni-Alkisti; Soursou, Georgia; Zogopoulos, Bill; Oreopoulou, Evangelia; Kontou, Panagiota; Zoura, Vasiliki – Journal of Educational Technology, 2018
The present article is based on a small-scale research that took place with the students in the Department of Computer Science and Biomedical Informatics in 2014 and three years later with the students of the same Department and the Department of Computer Science, as well. Students who have enrolled in the Educational science-Pedagogy module, that…
Descriptors: Computer Science Education, Student Attitudes, Foreign Countries, Information Technology
Witherspoon, Eben B.; Schunn, Christian D.; Higashi, Ross M.; Shoop, Robin – Journal of Computer Assisted Learning, 2018
Educational robotics programs offer an engaging opportunity to potentially teach core computer science concepts and practices in K-12 classrooms. Here, we test the effects of units with different programming content within a virtual robotics context on both learning gains and motivational changes in middle school (6th-8th grade) robotics…
Descriptors: Robotics, Computer Science Education, Programming, Units of Study
Raman, Raghu; Vachharajani, Hardik; Achuthan, Krishnashree – Education and Information Technologies, 2018
Within the context of Rogers theory of perceived attributes, authors propose a framework that can predict students' motivation to adopt programming contest like ACM (Association of Computing Machinery) International Collegiate Programming Contest (ICPC). In this paper we investigate the attributes for adoption of programming contest in a social…
Descriptors: Student Motivation, Programming, Competition, Undergraduate Students
Rossano, Veronica; Roselli, Teresa; Quercia, Gaetano – International Association for Development of the Information Society, 2018
The Computational Thinking recently has been recognised as one of the basic knowledge to be developed since childhood. Coding and computers are not just programming, but tools that help students to develop problem solving skills and more deep understand of the way things work. For these reasons, great attention has been focused on this topic both…
Descriptors: Coding, Computation, Problem Solving, Computer Software
Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
Karabulut Coskun, Burcu; Askin Tekkol, Ilkay – Online Submission, 2018
The purpose of this study is to examine the conceptual framework of the changes in the curriculums of the Information Technologies course, which was started in 2006 and redeveloped in 2012 and 2018. These three curricula approved and implemented by the Board of Education within the Ministry of National Education in the survey will be examined by…
Descriptors: Information Technology, Computer Science Education, Curriculum Implementation, Curriculum Evaluation
Mangaroska, Katerina; Sharma, Kshitij; Gaševic, Dragan; Giannakos, Michalis – Journal of Learning Analytics, 2020
Programming is a complex learning activity that involves coordination of cognitive processes and affective states. These aspects are often considered individually in computing education research, demonstrating limited understanding of how and when students learn best. This issue confines researchers to contextualize evidence-driven outcomes when…
Descriptors: Learning Analytics, Data Collection, Instructional Design, Learning Modalities
Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games

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