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Debora Lui; Deborah A. Fields; Yasmin B. Kafai – Cognition and Instruction, 2024
Debugging (or troubleshooting) provides a rich context to foster problem-solving. Yet, while we know much about some problems and strategies that novices face in programming on-screen, we know far less about debugging and troubleshooting in the context of physical computing, where coding issues may overlap with materially embedded problems. In…
Descriptors: Grade 9, STEM Education, Troubleshooting, Public Schools
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Leitner, Maxyn; Greenwald, Eric; Wang, Ning; Montgomery, Ryan; Merchant, Chirag – International Journal of Artificial Intelligence in Education, 2023
Artificial Intelligence (AI) permeates every aspect of our daily lives and is no longer a subject reserved for a select few in higher education but is essential knowledge that our youth need for the future. Much is unknown about the level of AI knowledge that is age and developmentally appropriate for high school, let alone about how to teach AI…
Descriptors: Instructional Design, Game Based Learning, High School Students, Artificial Intelligence
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Malgorzata Marciniak; Yun Ye – Mathematics Teaching Research Journal, 2025
This study explores the integration of game play into an inclusive, hands-on computing project in Calculus class. The project is focused on designing and analyzing priority switches for applications competing for computational resources on embedded devices such as smart watches and tablets. By engaging students in real-world problem-solving…
Descriptors: Mathematics Education, Calculus, STEM Education, Inclusion
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Ng, Oi-Lam; Leung, Allen; Ye, Huiyan – ZDM: Mathematics Education, 2023
Programming is an interdisciplinary practice with applications in both mathematics and computer science. Mathematics concerns rigor, abstraction, and generalization. Computer science predominantly concerns efficiency, concreteness, and physicality. This makes programming a medium for problem solving that mediates between mathematics and computer…
Descriptors: Computation, Thinking Skills, Programming, Programming Languages
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Maria Shaheen; Lauren Loquasto – Dimensions of Early Childhood, 2025
When thinking of early childhood STEM, images of active, play-based design challenges, experiences with robotics/coding, or hands-on experiences with open-ended materials (e.g., balls, ramps, loose parts) often come to mind. While these are certainly images that align with developmentally appropriate early childhood STEM practices, some of the…
Descriptors: Robotics, Values Education, Teaching Methods, Early Childhood Education
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Dunhong Yao; Jing Lin – Education and Information Technologies, 2025
Programming education consistently faces challenges in bridging theory with practice and fostering students' cognitive competencies. This 12-year longitudinal study (2011-2023) investigates an innovative competency-based teaching model in university C programming education that integrates six educational theories into a coherent framework with…
Descriptors: Competency Based Education, Computer Science Education, Programming, Longitudinal Studies
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Sandie Han; Diana Samaroo; Janet Liou-Mark; Boyan Kostadinov; Johann Thiel; Suhua Zeng – Mathematics Teaching Research Journal, 2025
The "Understanding Implicit Bias" workshops were offered to Science, Technology, Engineering, and Mathematics (STEM) faculty at an urban minority-serving undergraduate institution with a focus on addressing the gender gap in computer science. The workshops aimed to raise awareness of implicit (unconscious) biases and provide practical…
Descriptors: STEM Education, College Faculty, Faculty Development, Teacher Workshops
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Priemer, Burkhard; Eilerts, Katja; Filler, Andreas; Pinkwart, Niels; Rösken-Winter, Bettina; Tiemann, Rüdiger; Zu Belzen, Annette Upmeier – Research in Science & Technological Education, 2020
Background: Recent developments in STEM and computer science education put a strong emphasis on twenty-first-century skills, such as solving authentic problems. These skills typically transcend single disciplines. Thus, problem-solving must be seen as a multidisciplinary challenge, and the corresponding practices and processes need to be described…
Descriptors: Problem Solving, STEM Education, Computer Science Education, Inquiry
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Bush, Eliot C.; Adolph, Stephen C.; Donaldson-Matasci, Matina C.; Hur, Jae; Schulz, Danae – Journal of College Science Teaching, 2021
This paper describes an introductory biology course for undergraduates that heavily incorporates quantitative problem solving in activities and homework assignments. The course is broken up into a series of units, each organized around a motivating biological question or theme. Homework assignments address the theme or question, and typically…
Descriptors: Biology, Science Instruction, Teaching Methods, Problem Solving
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Ouyang, Fan; Dai, Xinyu; Chen, Si – International Journal of STEM Education, 2022
Background: Instructor scaffolding is proved to be an effective means to improve collaborative learning quality, but empirical research indicates discrepancies about the effect of instructor scaffoldings on collaborative programming. Few studies have used multimodal learning analytics (MMLA) to comprehensively analyze the collaborative programming…
Descriptors: Learning Analytics, Scaffolding (Teaching Technique), Small Group Instruction, Computer Science Education
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Palts, Tauno; Pedaste, Margus – Informatics in Education, 2020
Computer science concepts have an important part in other subjects and thinking computationally is being recognized as an important skill for everyone, which leads to the increasing interest in developing computational thinking (CT) as early as at the comprehensive school level. Therefore, research is needed to have a common understanding of CT…
Descriptors: Models, Skill Development, Computation, Thinking Skills
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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
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Mecca, Giansalvatore; Santoro, Donatello; Sileno, Nazzareno; Veltri, Enzo – International Journal of Educational Technology in Higher Education, 2021
Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect…
Descriptors: Mental Computation, Thinking Skills, Coding, Programming
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Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
Hosseini, Roya – ProQuest LLC, 2018
My dissertation is situated in the field of computer science education research, specifically, the learning and teaching of programming. This is a critical area to be studied, since, primarily, learning to program is difficult, but also, the need for programming knowledge and skills is growing, now more than ever. This research is particularly…
Descriptors: Computer Science Education, Educational Technology, Programming, Skill Development
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