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Martin, Crystle – Knowledge Quest, 2017
A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…
Descriptors: Video Games, Coding, Youth Programs, Youth Opportunities
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Martin, Crystle – Knowledge Quest, 2017
Learning to code has been an increasingly frequent topic of conversation both in academic circles and popular media. Learning to code recently received renewed attention with the announcement of the White House's Computer Science for All initiative (Smith 2016). This initiative intends "to empower all American students from kindergarten…
Descriptors: Librarians, Role, Coding, Computer Science
Nixon, Jessie; Halverson, Erica; Stoiber, Andy – Wisconsin Center for Education Research, 2021
The Exploring Making Through Mobile Emergent Technologies (EMMET) program sought to disrupt the trajectory from rural high school to factory floor by introducing STEM and computational thinking (STEM+C) skills through mentorship training and hands-on activities involving creative production--often referred to as "making." The program…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Berg, Margaret A. – Journal of Adolescent & Adult Literacy, 2011
This discourse analysis study examines the use of online texts in the live conversations of adolescents at and around computers in the Young Adult section of a Midwestern public library serving a diverse SES population. On the cusp of cyberspace, where online texts influence conversation and the conversation influences the creation of online…
Descriptors: Discourse Analysis, Young Adults, Adolescents, Computer Mediated Communication