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Using Eye Tracking for Research on Learning and Computational Thinking
Using Eye Tracking for Research on Learning and Computational Thinking
This paper examines how eye tracking can assess computational thinking, reviewing its theoretical and technical foundations.
Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach
Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach
This study explores data fusion methods to understand student emotions and problem solving in computational thinking games.
From “You have to have three numbers and a plus sign” to “It’s the exact same thing”: K–1 students learn to think relationally about equations.
From “You have to have three numbers and a plus sign” to “It’s the exact same thing”: K–1 students learn to think relationally about equations.
This study shows how K–1 students' understanding of equations and the equal sign progressed through early algebra instruction.
A learning trajectory in Kindergarten and first grade students’ thinking of variable and use of variable notation to represent indeterminate quantities
A learning trajectory in Kindergarten and first grade students’ thinking of variable and use of variable notation to represent indeterminate quantities
This study explores how K–1 students develop understanding of variables and indeterminate quantities in early algebra.
U!Scientist: Designing for People-Powered Research in Museums
U!Scientist: Designing for People-Powered Research in Museums
This article presents the design and evaluation of U!Scientist, an interactive multi-person tabletop exhibit based on the online Zooniverse project, Galaxy Zoo.