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Stephen R. Flemming – English Journal, 2021
Having students read news articles or novels, watch television snippets, engage in class discussions, essay-writing, emailing, and drafting letters are excellent ways to broach any number of society's systemic and oppressive social maladies. Engaging in these activities in the English language arts classroom can serve as a catalyst to encourage…
Descriptors: Advocacy, Scripts, Social Problems, Social Justice
Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis – British Journal of Educational Technology, 2018
Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…
Descriptors: Programming, Educational Technology, Technology Uses in Education, Simulated Environment
Chis, Adriana E.; Moldovan, Arghir-Nicolae; Murphy, Lisa; Pathak, Pramod; Muntean, Cristina Hava – Educational Technology & Society, 2018
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic learning in terms of authentic context, multiple perspectives through team work and collaboration. FC…
Descriptors: Homework, Video Technology, Technology Uses in Education, Educational Technology
Pjesivac, Ivanka; Cantrell-Bickley, Yvonne; Hazinski, David – Journalism and Mass Communication Educator, 2018
In this essay, we describe modular production of television news, established at the University of Georgia, one of the leading journalism programs in the United States, in the scope of its experience-based learning efforts. The new method of producing television news assumes the innovative way of combining live and prerecorded segments of…
Descriptors: News Reporting, Time Management, Learning Theories, Television
Yildiz Durak, Hatice – Journal of Computer Assisted Learning, 2018
The aim of this research is to determine the effects and experiences of the use of digital story design activities in teaching applications of programming on academic achievement, participation, and programming self-efficacy. In the study, which is designed through the mixed method, quasi-experimental design is used in the quantitative dimension.…
Descriptors: Teaching Methods, Programming, Academic Achievement, Secondary School Students
Silcock, Sandra; Mackenzie, Helen – set: Research Information for Teachers, 2018
We are co-teachers at Rototuna Junior High School with expertise in music and digital technologies respectively. We share our experiences of using digital-game development as the context for our integrated learning module called Sound Bytes. We hope to inspire other teachers to develop their own innovative and integrated curriculum design and…
Descriptors: Junior High School Teachers, Junior High School Students, Music Education, Educational Games
Mouza, Chrystalla; Pan, Yi-Cheng; Yang, Hui; Pollock, Lori – Journal of Educational Computing Research, 2020
In this work, we examine whether repeated participation in an after-school computing program influenced student learning of computational thinking concepts, practices, and perspectives. We also examine gender differences in learning outcomes. The program was developed through a school-university partnership. Data were collected from 138 students…
Descriptors: After School Programs, Thinking Skills, Computer Science Education, Repetition
Cervera, Núria; Diago, Pascual D.; Orcos, Lara; Yáñez, Dionisio F. – Education Sciences, 2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few…
Descriptors: Thinking Skills, Mentors, Robotics, Educational Technology
Sharma, Madhav; Biros, David; Ayyalasomayajula, Surya; Dalal, Nikunj – Journal of Information Systems Education, 2020
Teaching introductory programming to IS students is challenging. The educational, technological, demographic, and cultural landscape has changed dramatically in recent years. The post-millennial generation has different needs and expectations in an era of open resources. Learning to program is perceived as difficult, teaching approaches are…
Descriptors: Introductory Courses, Programming, Computer Science Education, Undergraduate Students
Eriksen, Kristina; Nielsen, Bjarne E.; Pittelkow, Michael – Journal of Chemical Education, 2020
We present a simple procedure to make an augmented reality app to visualize any chemical 3D model. The molecular structure may be based on crystallographic data or from computational modeling. This guide is made in such a way that no programming skills are needed, and the procedure uses free software and provides a way to visualize 3D structures…
Descriptors: Chemistry, Molecular Structure, Science Instruction, Teaching Methods
Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Anisimova, Ellina Sergeevna – Journal of Social Studies Education Research, 2020
The basics of digital literacy begin to form at an early age, and as they grow older, digital literacy must continue to evolve, adapting to the rapidly changing digital world. The first (both in importance and in time) after the family cognitive social institution for most people is the educational system, or rather, the system of preschool…
Descriptors: Technological Literacy, Preschool Teachers, Futures (of Society), Preservice Teachers
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology