Publication Date
| In 2026 | 0 |
| Since 2025 | 260 |
| Since 2022 (last 5 years) | 1470 |
| Since 2017 (last 10 years) | 2998 |
| Since 2007 (last 20 years) | 4848 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 257 |
| Practitioners | 183 |
| Students | 53 |
| Administrators | 32 |
| Researchers | 24 |
| Media Staff | 18 |
| Parents | 11 |
| Policymakers | 10 |
| Community | 3 |
| Counselors | 1 |
| Support Staff | 1 |
| More ▼ | |
Location
| Turkey | 199 |
| Taiwan | 107 |
| United Kingdom | 107 |
| Australia | 105 |
| China | 93 |
| Canada | 71 |
| Spain | 71 |
| California | 58 |
| Sweden | 58 |
| Germany | 54 |
| Finland | 52 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards with or without Reservations | 2 |
Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn – ACM Transactions on Computing Education, 2010
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
Narasimhamurthy, Uma; Al Shawkani, Khuloud – Educational Technology, 2010
This article describes a model for teaching Java Programming Language through Dynamic Learning Objects. The design of the learning objects was based on effective learning design principles to help students learn the complex topic of Java Programming. Visualization was also used to facilitate the learning of the concepts. (Contains 1 figure and 2…
Descriptors: Programming Languages, Programming, Visualization, Schools
Van Horne, Sam; Russell, Jae-eun; Schuh, Kathy L. – Educational Technology Research and Development, 2016
Researchers have more often examined whether students prefer using an e-textbook over a paper textbook or whether e-textbooks provide a better resource for learning than paper textbooks, but students' adoption of mark-up tools has remained relatively unexamined. Drawing on the concept of Innovation Diffusion Theory, we used educational data mining…
Descriptors: Programming Languages, Hypermedia, Electronic Publishing, Textbooks
Haas, Timothy C. – International Journal of Distance Education Technologies, 2016
Before massive numbers of students can take online courses for college credit, the challenges of providing tutoring support, answers to student-posed questions, and the control of cheating will need to be addressed. These challenges are taken up here by developing an online course delivery system that runs in a cluster computing environment and is…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Electronic Learning
Korkmaz, Özgen – Malaysian Online Journal of Educational Sciences, 2016
The aim of this study was to investigate the effect of the Scratch and Lego Mindstorms Ev3 programming activities on academic achievement with respect to computer programming, and on the problem-solving and logical-mathematical thinking skills of students. This study was a semi-experimental, pretest-posttest study with two experimental groups and…
Descriptors: Foreign Countries, College Students, Programming, Computer Science Education
Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments
Asad, Khaled; Tibi, Moanis; Raiyn, Jamal – World Journal of Education, 2016
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
Descriptors: Programming, Elementary School Students, Student Attitudes, Visual Aids
Sullivan, Florence R.; Heffernan, John – Journal of Research on Technology in Education, 2016
This article presents a systematic review of research related to the use of robotics construction kits (RCKs) in P-12 learning in the STEM disciplines for typically developing children. The purpose of this review is to configure primarily qualitative and mixed methods findings from studies meeting our selection and quality criterion to answer the…
Descriptors: Robotics, Manipulative Materials, STEM Education, Elementary Secondary Education
Willman, Salla; Lindén, Rolf; Kaila, Erkki; Rajala, Teemu; Laakso, Mikko-Jussi; Salakoski, Tapio – Computer Science Education, 2015
Computer aided assessment systems enable the collection of exact time and date information on students' activity on a course. These activity patterns reflect students' study habits and these study habits further predict students' likelihood to pass or fail a course. By identifying such patterns, those who design the courses can enforce positive…
Descriptors: Foreign Countries, Study Habits, Introductory Courses, Programming
Nelson, Jennifer; Braafladt, Keith – ALA Editions, 2012
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is…
Descriptors: Programming Languages, Time Management, Computer Uses in Education, Public Libraries
Njoroge, Wanjiku Felicia Mbugua; Elenbaas, Laura Marie – ZERO TO THREE, 2013
Despite recommendations by the American Academy of Pediatrics for limited media use in childhood, children are watching increasing amounts of television. Ethnically and racially diverse children are watching more TV than their Caucasian peers. While there has been intense debate regarding rates of TV viewing and the concomitant risks or benefits,…
Descriptors: Cultural Influences, Television Viewing, Racial Differences, Preschool Children
Queiros, R.; Leal, J. P. – IEEE Transactions on Learning Technologies, 2013
In the last two decades, there was a proliferation of programming exercise formats that hinders interoperability in automatic assessment. In the lack of a widely accepted standard, a pragmatic solution is to convert content among the existing formats. BabeLO is a programming exercise converter providing services to a network of heterogeneous…
Descriptors: Computer Science Education, Programming, Electronic Learning, Resource Units
Daly, Tebring – ProQuest LLC, 2013
Learning the syntax, semantics, and concepts behind software engineering can be a challenging task for many individuals. This paper examines the Alice 3 software, a three-dimensional visual environment for teaching programming concepts, to determine if it is an effective tool for improving student achievement, raising self-efficacy, and engaging…
Descriptors: Computer Science Education, Programming, Computer Software, Computer Uses in Education
Flamez, E.; Vanobbergen, B. – Paedagogica Historica: International Journal of the History of Education, 2013
This research explores political-educational debates regarding the concept of women's emancipation in women and family programmes on Belgian television between 1954 and 1975. From the very beginning, the women's episodes were regarded as explicitly educational. The episodes were created to increase women's participation by means of their…
Descriptors: Females, Programming (Broadcast), Television, History
Ansari, Sid; Sykes, Edward R. – Technology, Instruction, Cognition and Learning, 2012
Enthymemes are a manner of presenting a deductive argument. A deductive argument consists of three elements: A major premise (e.g., All men are mortal.), a minor premise (e.g., Aristotle is a man.), and a conclusion (i.e., Therefore, Aristotle is mortal.). An enthymeme is a truncated deductive argument; one of the members is left unstated. From a…
Descriptors: Persuasive Discourse, Intelligent Tutoring Systems, Educational Technology, Technology Uses in Education
Barry, Adam E.; Piazza-Gardner, Anna K. – Journal of Health Education Teaching, 2012
This teaching idea presents a heuristic example using reality television as a tool for applying health behavior theory. It utilizes The Biggest Loser (TBL) to provide "real world" cases depicting how individuals progress through/experience the Transtheoretical Model (TTM). Observing TBL contestants provides students practice grounding…
Descriptors: Teaching Methods, Health Education, Programming (Broadcast), Models

Peer reviewed
Direct link
