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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
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
Tupou, Jessica; Loveridge, Judith – New Zealand Journal of Educational Studies, 2019
Computer Science (CS) education is being increasingly included in primary school curricula across New Zealand. As a group, Pasifika students are less likely to engage with CS at tertiary level and in the workforce, so understanding more about their engagement with school level CS seems important. A multiple case-study design was used to explore…
Descriptors: Foreign Countries, Pacific Islanders, Computer Science Education, Student Participation
Avcu, Yunus Emre; Er, Kemal Oguz – International Journal of Educational Methodology, 2020
This study aimed to develop an instructional design that focuses on programming teaching for gifted and talented students and to investigate its effects on the teaching process. During the development of the instructional design; the steps of Morrison, Ross and Kemp Instructional Design Model were followed. Embedded experimental design, one of the…
Descriptors: Foreign Countries, Instructional Design, Information Technology, Computer Software
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Campe, Shannon; Denner, Jill; Green, Emily; Torres, David – Computer Science Education, 2020
Background and Context: Pair programming is used in classrooms to promote learning and engage a more diverse group of students in computing fields, but little is known about what it looks like in middle school. Objective: The aim of this study was to examine how programming pairs were interacting and about what. Method: Video, audio, and screen…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Middle School Students
Rodríguez-Martínez, José Antonio; González-Calero, José Antonio; Sáez-López, José Manuel – Interactive Learning Environments, 2020
The potential benefits from the introduction of programming environments such as "Scratch" for learning mathematics has reactivated research in this area. Nonetheless, there are few studies which attempt to analyse their influence at the stage of Primary Education. We present the results of a quasi-experimental piece of research with…
Descriptors: Programming Languages, Grade 6, Elementary School Students, Mathematics Instruction
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
Usengül, Leyla; Bahçeci, Ferhat – World Journal of Education, 2020
Today, the essential skills and characteristics of individuals change within the frame of changing needs. The acquisition of these skills to individuals is not sufficient with traditional education and difficulties are experienced in adapting to the age. While gaining 21st century skills, conducting interdisciplinary studies is becoming importance…
Descriptors: Technology Integration, Instructional Effectiveness, Thinking Skills, Skill Development
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
Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
Shah, Niral; Lewis, Colleen M. – Cognition and Instruction, 2019
Research on collaborative learning has focused on its potential to foster successful problem solving. Less attention, though, has been given to issues of equity. In this article, we investigate how inequity can become amplified and attenuated within collaborative learning through small interactional moves that accumulate to produce broader…
Descriptors: Cooperative Learning, Computer Science Education, Student Participation, Elementary School Students
Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
Saito, Daisuke; Kaieda, Shota; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Innovations in Practice, 2020
Aim/Purpose: Although many computer science measures have been proposed, visualizing individual students' capabilities is difficult, as those measures often rely on specific tools and methods or are not graded. To solve these problems, we propose a rubric for measuring and visualizing the effects of learning computer programming for elementary…
Descriptors: Scoring Rubrics, Visualization, Learning Analytics, Computer Science Education
Dahn, Maggie; DeLiema, David – Computer Science Education, 2020
Background and Context: Women are underrepresented in the field of computer science, a trend that in part can be traced to girls' early experiences with the discipline. Objective: Our aim is to show how three girls who became strong coders talked about their debugging practice at the intersection of problem solving, emotion, and identity. Method:…
Descriptors: Psychological Patterns, Problem Solving, Identification (Psychology), Females