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Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
Leiny Garcia; Miranda Parker; Mark Warschauer – Computer Science Education, 2024
Background and Context: Despite the growing initiatives in K-12 computer science (CS), there is a continued disparity in the participation of Latinx and multilingual students, a historically underrepresented group in computing. The inequitable participation may be understood by examining students' early development of CS attitudes. Objective: This…
Descriptors: Coding, Student Attitudes, Grade 4, Elementary School Students
Adiv Gal – Elementary School Journal, 2025
This study explores the impact of a hackathon as a pedagogical tool to promote twenty-first-century skills among fifth-grade students in a rural elementary school in northern Israel. The research question focuses on the extent to which a hackathon can develop these skills from the students' own perspective. Utilizing a case-study approach, the…
Descriptors: Programming, Computer Science Education, Computer Uses in Education, Skill Development
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
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
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
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity,…
Descriptors: Learning Analytics, Correlation, Creativity, Creative 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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