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St. Fleur, Abdah; deWinter, Jennifer – American Journal of Play, 2021
Using interview data from six Black content creators for "The Sims 4" (2014), the authors consider the politics of representation and self-expression in computer games. Black content, the authors find, consists not merely of depictions of skin tones, but also of the diverse global cultures of Black lived lives and Black…
Descriptors: Computer Games, African Americans, Diversity, Disproportionate Representation
Christian, Wolfgang; Belloni, Mario; Hanson, Robert M.; Mason, Bruce; Barbato, Lyle – Physics Teacher, 2021
Physlets, educational applets developed at Davidson College, are a widely used teaching resource designed to simulate a variety of physical phenomena. Originally, each Physlet was a Java simulation that was embedded in an HTML page as an applet and then customized using JavaScript to simulate a specific physics concept. The use of Java to simulate…
Descriptors: Physics, Computer Oriented Programs, Programming Languages, Simulation
Sengupta, Ishita – Journal of Chemical Education, 2021
Introducing elementary concepts of nuclear magnetic resonance spectroscopy (NMR) to a beginner can be challenging. Using an interactive graphical platform can greatly aid in demonstrating key concepts in such cases. This paper aims to bridge this gap in teaching basic NMR spectroscopy through simple standalone interactive Python programs or a…
Descriptors: Scientific Concepts, Spectroscopy, Science Instruction, Teaching Methods
Ebru Erbilgin – ProQuest LLC, 2021
The problem that inspired this study is that Turkish students' mathematics rankings on global exams such as The Program for the International Students Assessment (PISA) and Trends in International Mathematics and Science Study (TIMMS) had been below the average for many years, a problem that may have rooted in children's early experiences with…
Descriptors: Foreign Countries, Programming, Mathematics Achievement, Preschool Children
Cansu, Sibel Kiliçarslan; Cansu, Fatih Kürsat – International Journal of Computer Science Education in Schools, 2019
Computers and smart devices have become ubiquitous staples of our lives. Computers and computer-controlled devices are used in all industries from medicine to engineering, and textile production. One field where computers have inevitably spread into is education, and one pre-requisite of controlling computers, or increasing the level and…
Descriptors: Computation, Thinking Skills, Problem Solving, Computer Science Education
Comparing Loops Misconceptions in Block-Based and Text-Based Programming Languages at the K-12 Level
Mladenovic, Monika; Boljat, Ivica; Žanko, Žana – Education and Information Technologies, 2018
Novice programmers are facing many difficulties while learning to program. Most studies about misconceptions in programming are conducted at the undergraduate level, yet there is a lack of studies at the elementary school (K-12) level, reasonably because computer science neither programming are regularly still not the part of elementary school…
Descriptors: Programming, Misconceptions, Elementary School Students, Teaching Methods
Hongzhi Yang; Chuan Gao; Hui-zhong Shen – Education and Information Technologies, 2024
Recently, artificial intelligence (AI)-programmed automated writing evaluation (AWE) has attracted increasing attention in language research. Using a small data set arising from an analysis of five Chinese university-level English as a foreign language (EFL) students' submissions, this paper examined in detail how EFL students interacted with the…
Descriptors: Artificial Intelligence, Programming, Writing Evaluation, Computer Mediated Communication
Ian P. Levy; Michelle Bell – Professional School Counseling, 2024
This narrative inquiry explores the experiences of youth in a school within a juvenile detention facility, who participated in a hip hop and podcasting small-group counseling intervention. Specifically, youth wrote and recorded a podcast consisting of a hip hop song, interviews with their peers, and staff reflections on the youth's experience.…
Descriptors: Late Adolescents, Institutionalized Persons, Correctional Education, Correctional Institutions
Lung-Chun Chang; Hon-Ren Lin; Jian-Wei Lin – Education and Information Technologies, 2024
Many students want to enroll in programming courses but fear the challenges ahead. They aspire to design quality systems or games after acquiring related skills but report concerns that programming logic is too difficult to learn because memorization of the syntax is required. Thus, they experience anxiety, are demotivated to learn, and,…
Descriptors: Learning Motivation, Outcomes of Education, Anxiety, Programming
Jinbo Tan; Lei Wu; Shanshan Ma – British Journal of Educational Technology, 2024
The purpose of this study was to investigate the collaborative dialogue patterns of pair programming and their impact on programming self-efficacy and coding performance for both slow- and fast-paced students. Forty-six postgraduate students participated in the study. The students were asked to solve programming problems in pairs; those pairs'…
Descriptors: Coding, Programming, Computer Science Education, Self Efficacy
Alejandra J. Magana; Joreen Arigye; Abasiafak Udosen; Joseph A. Lyon; Parth Joshi; Elsje Pienaar – International Journal of STEM Education, 2024
Background: This study posits that scaffolded team-based computational modeling and simulation projects can support model-based learning that can result in evidence of representational competence and regulatory skills. The study involved 116 students from a second-year thermodynamics undergraduate course organized into 24 teams, who worked on…
Descriptors: Scaffolding (Teaching Technique), Thermodynamics, Science Education, Undergraduate Study
Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
Donald M. Johnson; Will Doss; Christopher M. Estepp – Journal of Research in Technical Careers, 2024
A posttest-only control group experimental design compared novice Arduino programmers who developed their own programs (self-programming group, n = 17) with novice Arduino programmers who used ChatGPT 3.5 to write their programs (ChatGPT-programming group, n = 16) on the dependent variables of programming scores, interest in Arduino programming,…
Descriptors: Artificial Intelligence, Technology Uses in Education, Natural Language Processing, Novices
David J. Mawer – ProQuest LLC, 2024
The STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning model is touted by its proponents for its potential in broadening access and participation in STEM learning through deep, authentic engagement in integrated STEM and arts practices. One location STEAM learning occurs is the new media arts classroom, where learners use…
Descriptors: Art Education, STEM Education, Undergraduate Study, Multimedia Materials
Christina Layton; Melanie Adsit; Hailey Silver; Megan Sardis; Michelle Gorenstein-Holtzman; Paige M. Siper – Journal of Museum Education, 2024
This study examined the efficacy of a novel manualized educator training as part of the Guggenheim Museum's Guggenheim for All (GFA) program to increase access to high-quality arts programming for neurodiverse individuals. Ten arts educators and 37 parents of autistic children aged 2-17 were recruited to participate in this study. Results…
Descriptors: Access to Education, Autism Spectrum Disorders, Online Courses, Art Teachers

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