Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Elementary School Students | 3 |
| Skill Development | 3 |
| Computation | 2 |
| Educational Games | 2 |
| Educational Technology | 2 |
| Foreign Countries | 2 |
| Grade 5 | 2 |
| Programming | 2 |
| Teaching Methods | 2 |
| Thinking Skills | 2 |
| Cognitive Processes | 1 |
| More ▼ | |
Source
| Journal of Computer Assisted… | 3 |
Author
| André Tricot | 1 |
| Chang, C-S. | 1 |
| Hsiao, H-S. | 1 |
| Hu, P-M. | 1 |
| Kevin Sigayret | 1 |
| Lin, C-Y. | 1 |
| Nathalie Blanc | 1 |
| Pellas, Nikolaos | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Elementary Education | 3 |
| Grade 5 | 3 |
| Intermediate Grades | 2 |
| Middle Schools | 2 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kevin Sigayret; Nathalie Blanc; André Tricot – Journal of Computer Assisted Learning, 2025
Background: Teaching programming and computational thinking is becoming a major issue in many education systems. Numerous approaches are possible, but very few studies compare these different ways of implementing programming and computational thinking learning. Objectives: We compared three ways of teaching programming and computational thinking…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, 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
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction

Peer reviewed
Direct link
