Oct 2026· Educational technology research and development· 0 citations· 35 references
TL;DR
It is suggested that well-structured microinterventions may support higher self-reported knowledge of programming and machine learning, greater familiarity with block-based programming and game engines, and more positive perceptions of active learning in teacher education.
Abstract
This study examines post-intervention self-reported outcomes associated with a short intervention designed to introduce coding, educational robotics, and introductory concepts of machine learning into initial teacher education for Primary Education. The proposal is grounded in Papert’s principles and the Creative and Computational Problem Solving model, combining active learning methodologies with accessible technologies. A quasi-experimental design with a non-equivalent control group was employed. A total of 144 first-year students from three Spanish universities participated (105 in the experimental group and 39 in the control group). The intervention consisted of a two-hour workshop with hands-on stations and technological challenges, designed as a feasible microintervention within regular teacher education contexts. Assessment was carried out through an ad hoc questionnaire focused on three dimensions: knowledge of programming and machine learning, block-based programming and game engines, and active learning, all assessed through self-reported perceptions. The results showed statistically significant post-intervention differences in favor of the experimental group, with a small effect size for knowledge of programming and machine learning and large effect sizes for block-based programming and game engines and active learning. Item-level analyses revealed that favorable overall perceptions coexisted with lower self-reported familiarity in specific technical areas, particularly machine learning, prior experience with block-based programming, and programming in game engines. Three exploratory response profiles were also identified: reluctant, intermediate, and enthusiastic. The findings suggest that well-structured microinterventions may support higher self-reported knowledge of programming and machine learning, greater familiarity with block-based programming and game engines, and more positive perceptions of active learning in teacher education.
This study examined the effectiveness of a challenge-based learning (CBL) robotics environment on students’ conceptual understanding and experiences. Using a mixed-methods, pre-experimental, one-group, pretest-posttest case-study design, this study involved 22 senior high school students, a pretest and posttest, engine...
Joel B. Jalon, L. Roleda· Journal of Learning for Deve...· 0 citations
Abstract Computational Thinking (CT) is a pivotal 21st-century competency, increasingly integrated into educational curricula through programming and robotics. However, many teachers lack the interdisciplinary training necessary to incorporate CT across various subjects, highlighting a critical need for professional de...
Artificial intelligence (AI) is increasingly ubiquitous, yet AI literacy remains underdeveloped in elementary education, where young learners often view AI in anthropomorphic or magical terms. This study examined changes in computational thinking (CT), AI concept mastery, learning motivation, and programming self-effic...
H. W. Prabawa, Jajang Kusnendar, Yuli Sopianti et al.· Journal of General Education...· 0 citations
The purpose of this study was to examine students’ learning experiences and their awareness of AI literacy during the instruction of the Energy Transformations and Environmental Science unit in the eighth-grade Science course through an AI-supported virtual learning environment. This study employed a qualitative embedd...
Kazim Atag, Harun Çelik· Journal of Education in Scie...· 0 citations
The Erasmus+ project "ComeThinkAgain" addresses the growing need to equip future generations with interdisciplinary skills by developing a Certification-based Education Training System (CETS) that integrates Computational Thinking (CT), Entrepreneurship Education (EE), and Green Skills (GS). For CT, a significant chall...
Bernadette Spieler, Melanie Kieber· European Conference on Games...· 0 citations
The findings suggest that the educational value of generative AI depends on pedagogical orchestration, guided prompting and reflection rather than simple access to the tool.
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