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The computing and IT job market is expected to grow by 13% from 2020 to 2030, surpassing most other fields. However, traditional structured education in this area lacks creativity and critical thinking. To address this, constructivist learning theory provides a practical solution. This systematic review examines literature from 2013 to 2022 on constructivist-based teaching in high school computing. Of the 64 articles, ten met the inclusion criteria. Six studies used qualitative, two quantitative, and two mixed methods. The review highlights four constructivist theories: artifact construction, game-based learning (GBL), cooperative learning, and tinkering. These insights can be a valuable resource for educators and researchers seeking evidence-based practices for high school computing education. Continuous research is essential for informing effective teaching methods.