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João Torres; João Grácio; Maria Do Rosário Rodrigues; Miguel Figueiredo – Educational Media International, 2023
The GEN10S Portugal project offered 15-hour face-to-face Scratch programming courses to groups of students and two or more teachers from each class, from schools that were project members. Two Scratch teachers per class, hired by the project, participated in 12 of these 15 hours, supporting the activities. When the schools' face-to-face activities…
Descriptors: Computer Science Education, Programming, Minicourses, Digital Literacy
Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
Anna Perez; Maria Svensson; Jonas Hallström – Design and Technology Education, 2024
This study explores the changing landscape of technology teacher education, in relation to the increasing integration of digital content, especially programming, in teacher education for grades 4-6 (pupils 10-12 years old) and how student teachers in Sweden perceive this content. Limited research exists on student teachers in technology,…
Descriptors: Teacher Education, Programming, Computer Science Education, Student Teachers
Tarhan, Gülseren; Öztürk, Gülcan – International Journal of Contemporary Educational Research, 2022
This study aims to determine the impact of flipped learning and gamification methods on student achievement in the subject of ethics and security, which is a topic of the fifth grade information technology and software course, compared to the traditional method. Also, it aims to decide the students' opinion of about the flipped learning and…
Descriptors: Flipped Classroom, Game Based Learning, Computer Science Education, Academic Achievement
Kutay, Emine; Oner, Diler – ACM Transactions on Computing Education, 2022
The purpose of this study is to examine the role of Minecraft-based coding activities on computational thinking (CT) of middle school students. In the study, CT was conceptualized so that it encapsulates not only the knowledge of computational concepts (e.g., loops and conditionals) but also the use of CT practices (e.g., testing and debugging).…
Descriptors: Programming, Video Games, Middle School Students, Computation
Gao, Xuemin; Hew, Khe Foon – Journal of Educational Computing Research, 2023
Reintroducing computer science (CS) education in K-12 schools to promote computational thinking (CT) has attracted significant attention among scholars and educators. Among the several essential components included in CS and CT education, program debugging is an indispensable skill. However, debugging teaching has often been overlooked in K-12…
Descriptors: Flipped Classroom, Error Correction, Elementary School Students, Programming
Arslan Namli, Nihan; Aybek, Birsel – Contemporary Educational Technology, 2022
This paper investigated the effect of block-based programming and unplugged coding teaching activities on fifth graders' computational thinking skills, self-efficacy, and academic performance. The teaching activities were conducted within the scope of the "Problem-Solving and Programming" unit of the Information Technologies and Software…
Descriptors: Programming, Computer Science Education, Grade 5, Computation
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Katharine Childs; Sue Sentance – International Journal of Computer Science Education in Schools, 2024
Gender balance in computing education is a decades-old issue that has been the focus of much previous research. In K-12, the introduction of mandatory computing education goes some way to giving all learners the opportunity to engage with computing throughout school, but a gender imbalance still persists when computer science becomes an elective…
Descriptors: Computer Science Education, Females, Student Attitudes, Elementary School Students
Pedagogical Framework for Cultivating Children's Data Agency and Creative Abilities in the Age of AI
Juho Kahila; Henriikka Vartiainen; Matti Tedre; Eetu Arkko; Anssi Lin; Nicolas Pope; Ilkka Jormanainen; Teemu Valtonen – Informatics in Education, 2024
The integration of artificial intelligence (AI) topics into K-12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and…
Descriptors: Personal Autonomy, Data, Children, Creativity
Cheng, Po-Jen; Liao, Yuan-Hsun; Yu, Pao-Ta – International Review of Research in Open and Distributed Learning, 2021
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world…
Descriptors: Robotics, Grade 5, Elementary School Students, Teaching Methods
Okal, Gozde; Yildirim, Bekir; Timur, Serkan – Educational Policy Analysis and Strategic Research, 2020
This study aimed to determine the effect of teaching model developed on coding education on students' self-efficacy and attitude towards technology. The research was conducted on 64 students who were the 5th, 6th and 7th grades of a secondary school during the fall semester of 2018-2019 academic years. The research was designed in accordance with…
Descriptors: Programming, Computer Science Education, Grade 5, Grade 6
Noh, Jiyae; Lee, Jeongmin – Educational Technology Research and Development, 2020
Around the world, programming education is actively promoted by such factors as economic and technical requirements. The use of a robot in programming education could help students understand computer-science concepts more easily. In this study we designed a course in programming a robot for elementary school students and investigated its…
Descriptors: Thinking Skills, Elementary School Students, Robotics, Programming
Basu, Satabdi; Rutstein, Daisy W.; Xu, Yuning; Wang, Haiwen; Shear, Linda – Computer Science Education, 2021
Background and Context: In today's increasingly digital world, it is critical that all students learn to think computationally from an early age. Assessments of Computational Thinking (CT) are essential for capturing information about student learning and challenges. When programming is used as a vehicle to foster CT skills, assessment of CT…
Descriptors: Computer Science Education, Programming, Thinking Skills, Logical Thinking
The Effect of Unplugged Coding Activities on Computational Thinking Skills of Middle School Students
Tonbuloglu, Betül; Tonbuloglu, Ismail – Informatics in Education, 2019
The purpose of the study is to examine the effect of unplugged coding activities carried out with middle school students on their computational thinking skills. This study employed nested-mixed design, which is a mixed research method; the data were supported by including the qualitative phase into an experimental study. In this frame, a group of…
Descriptors: Coding, Teaching Methods, Computer Science Education, Computation
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