Elena Novak
Biographic Data
| ID | 6606061 |
|---|---|
| NAME | Elena Novak |
| GIVEN NAMES | Elena |
| FAMILY NAME | Novak |
| SIGNATURE | NOVAK E |
| AFFILIATIONS | Kent State University |
| ORCID | 0000-0003-0873-2081 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Engaging High School Students in Robotics and Artificial Intelligence Through Engineering Design Robotics Education
Engineering design education is an effective instructional approach for enhancing students’ motivation, interest, and creativity while introducing them to the engineering design process (EDP). However, there is limited knowledge on how to integrate the EDP into robotics education, particularly AI-robotics, and how students experience AI-enabled robotics project-based learning grounded in an EDP. This pre-/posttest embedded mixed-methods study add…
The positive influence of creative computing on preservice elementary teachers’ beliefs about teaching computing in elementary school
Elementary educators often lack the preparation, confidence, and belief in the value of computer science (CS) essential for teaching computing, negatively impacting their inclination to teach computing. Integrating creativity into computing education can enhance CS learning and attitudes. This pre-/posttest mixed methods study integrated a Creative Computing instructional module into an online educational technology course to improve preservice e…
Development of an Instrument for Evaluating Action Video Game Elements
Background Studies on the impact of videogame play on the brain and behavior demonstrates potential benefits of playing action video games (AVGs) for cognitive enhancements. However, it is becoming increasingly challenging to distinguish between AVGs and non-AVGs due to the emergence of new video game genres and platforms that incorporate action elements in historically non-action genres. Thus, more research is needed to understand AVG mechanics.…
Effects of a Creativity-Enhancement Intervention on Preservice Elementary Teachers’ Creativity in Computing Education
Recently, creativity has been acknowledged for its importance in improving computer science learning and attitudes. However, very little is known about how to integrate creativity in preservice teacher computing education. Toward this end, we developed a creativity-enhancement intervention in an online Creative Computing instructional module to introduce preservice elementary teachers ( N = 76) to the ideas of creativity in the context of computi…
Mathematical modeling for theory-oriented research in educational technology
Development of the science teaching anxiety scale for preservice elementary teachers
Science teaching anxiety is negative emotion that inhibits a teacher's ability to start, proceed, or finish a science teaching task. Despite its detrimental effects on teachers' science teaching quality and practices, there is limited research on science teaching anxiety. To advance research in this area, there is a need for a psychometrically sound instrument assessing teachers' science teaching anxiety. This study presents the development and p…
Frustration in technology‐rich learning environments
e‐Textbooks and e‐learning technologies have become ubiquitous in college and university courses as faculty seek out ways to provide more engaging, flexible and customizable learning opportunities for students. However, the same technologies that support learning can serve as a source of frustration. Research on frustration with technology is limited, especially in educational settings. This study examined student frustration with e‐textbooks and…
A Research-Practice Partnership Approach for Co-Designing a Culturally Responsive Computer Science Curriculum for Upper Elementary Students
A systematic review of empirical research on learning with 3D printing technology
Although 3D printing (3DP) technology has become an increasingly popular educational tool in recent years, very little is known about the learning benefits of this technology. This systematic literature review synthesized empirical research on learning with 3DP in various educational settings, focusing on publication and study participants' characteristics, curriculum areas, research methodologies, instructional approaches, educational outcomes a…
Enhancing design thinking in instructional technology students
There is growing demand in our society to cultivate creativity and foster innovation. Design thinking has been successfully practiced as an educational framework for supporting innovation in educational and work contexts. However, research on design thinking education that facilitates the acquisition of knowledge related to design process and practices is extremely limited, particularly in educational contexts. This pre‐/posttest mixed methods st…
Effects of game‐based learning on students' mathematics achievement
This meta‐analysis investigated the effects of learning video games on mathematics achievement of PreK‐12th‐grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally significant overall effect ( ) suggested that mathematics video games contributed to higher learning ga…
No prominent works on this page.
Effects of game‐based learning on students' mathematics achievement
This meta‐analysis investigated the effects of learning video games on mathematics achievement of PreK‐12th‐grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally significant overall effect ( ) suggested that mathematics video games contributed to higher learning ga…
A systematic review of empirical research on learning with 3D printing technology
Although 3D printing (3DP) technology has become an increasingly popular educational tool in recent years, very little is known about the learning benefits of this technology. This systematic literature review synthesized empirical research on learning with 3DP in various educational settings, focusing on publication and study participants' characteristics, curriculum areas, research methodologies, instructional approaches, educational outcomes a…
Enhancing design thinking in instructional technology students
There is growing demand in our society to cultivate creativity and foster innovation. Design thinking has been successfully practiced as an educational framework for supporting innovation in educational and work contexts. However, research on design thinking education that facilitates the acquisition of knowledge related to design process and practices is extremely limited, particularly in educational contexts. This pre‐/posttest mixed methods st…
Mathematical modeling for theory-oriented research in educational technology
Development of the science teaching anxiety scale for preservice elementary teachers
Science teaching anxiety is negative emotion that inhibits a teacher's ability to start, proceed, or finish a science teaching task. Despite its detrimental effects on teachers' science teaching quality and practices, there is limited research on science teaching anxiety. To advance research in this area, there is a need for a psychometrically sound instrument assessing teachers' science teaching anxiety. This study presents the development and p…
Frustration in technology‐rich learning environments
e‐Textbooks and e‐learning technologies have become ubiquitous in college and university courses as faculty seek out ways to provide more engaging, flexible and customizable learning opportunities for students. However, the same technologies that support learning can serve as a source of frustration. Research on frustration with technology is limited, especially in educational settings. This study examined student frustration with e‐textbooks and…
A Research-Practice Partnership Approach for Co-Designing a Culturally Responsive Computer Science Curriculum for Upper Elementary Students
Effects of a Creativity-Enhancement Intervention on Preservice Elementary Teachers’ Creativity in Computing Education
Recently, creativity has been acknowledged for its importance in improving computer science learning and attitudes. However, very little is known about how to integrate creativity in preservice teacher computing education. Toward this end, we developed a creativity-enhancement intervention in an online Creative Computing instructional module to introduce preservice elementary teachers ( N = 76) to the ideas of creativity in the context of computi…
The positive influence of creative computing on preservice elementary teachers’ beliefs about teaching computing in elementary school
Elementary educators often lack the preparation, confidence, and belief in the value of computer science (CS) essential for teaching computing, negatively impacting their inclination to teach computing. Integrating creativity into computing education can enhance CS learning and attitudes. This pre-/posttest mixed methods study integrated a Creative Computing instructional module into an online educational technology course to improve preservice e…
Development of an Instrument for Evaluating Action Video Game Elements
Background Studies on the impact of videogame play on the brain and behavior demonstrates potential benefits of playing action video games (AVGs) for cognitive enhancements. However, it is becoming increasingly challenging to distinguish between AVGs and non-AVGs due to the emergence of new video game genres and platforms that incorporate action elements in historically non-action genres. Thus, more research is needed to understand AVG mechanics.…
Engaging High School Students in Robotics and Artificial Intelligence Through Engineering Design Robotics Education
Engineering design education is an effective instructional approach for enhancing students’ motivation, interest, and creativity while introducing them to the engineering design process (EDP). However, there is limited knowledge on how to integrate the EDP into robotics education, particularly AI-robotics, and how students experience AI-enabled robotics project-based learning grounded in an EDP. This pre-/posttest embedded mixed-methods study add…
Computer Science (9 works) · Psychology (9 works) · Mathematics education (8 works) · Educational technology (5 works) · Educational Games and Gamification (4 works) · Pedagogy (4 works) · Social Psychology (4 works) · Teaching and Learning Programming (3 works) · Artificial Intelligence (2 works) · Child Development and Digital Technology (2 works)