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Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach Cucuk Wawan Budiyanto; Kristof Fenyvesi; Yustika Indah Maharani; Rosihan Ari Yuana; Putri Khoirin Nashiroh; Rizka Latifah
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.78486

Abstract

Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality.
The Role of Technology to ESD through Science and Physics Education: A Comprehensive Bibliometric Analysis Using Biblioshiny Mohd Zaidi Bin Amiruddin; Wahyudin Wahyudin; Andi Suhandi; Achmad Samsudin; Bayram Coştu; Kristóf Fenyvesi
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 8, No 2 (2026): In Press - July
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v8i2.7406

Abstract

This study investigates the role of technology in supporting Education for Sustainable Development (ESD) through a bibliometric approach, specifically in the context of science and physics education. Through data analysis from Scopus, this study identifies research trends related to GaVaR (Gamification, Virtual Reality, and Augmented Reality) and explores the relationship between keywords, authors, and countries. The study used PRISMA in filtering the desired criteria. The findings showed a significant increase in the production of GaVaR-related articles but with significant variation in citation impact from year to year. The implication of this study is the importance of technology integration in science and physics learning to increase student engagement and understanding of sustainability issues. In addition, integrating technology in the current era indispensable, especially to assist in the learning of abstract material