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以任務鷹架之教育型遊戲機程式設計學習對國小兒童程式設計學習成就、學習動機及利他行為之影響 = The Effect of Educational Games Console Programming with Task Scaffolding on Programming Achievement, Motivation and Altruistic Behavior

吳明家 國立臺南大學 數位學習科技學系碩士在職專班 2022[民111]

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  • 題名:
    以任務鷹架之教育型遊戲機程式設計學習對國小兒童程式設計學習成就、學習動機及利他行為之影響 = The Effect of Educational Games Console Programming with Task Scaffolding on Programming Achievement, Motivation and Altruistic Behavior
  • 著者: 吳明家
  • 國立臺南大學 數位學習科技學系碩士在職專班
  • 主題: 程式設計 學習動機 合作學習 利他行為; Programming Learning motivation Cooperative learning Altruistic behaviors
  • 描述: 本研究旨在探討透過使用任務鷹架之教育型遊戲機程式設計應用在小學生科技課程,結合不同學習工具(任務鷹架之教育型遊戲機程式設計組、網頁模擬器組)對小學生程式設計學習成就、學習動機以及利他行為產生之影響。本研究採準實驗研究設計,研究對象為高雄市某國小2個班級六年級學生共39人,並以班為單位將兩個班級分為任務鷹架之教育型遊戲機程式設計組與網頁模擬器組。兩組皆實施相同的MakeCode Arcade平台程式設計教學課程,皆進行3堂課的教學實驗,實驗前後分別實施程式設計學習成就前後測、程式設計學習動機問卷與合作傾向問卷。並透過教學實驗中全程錄影記錄,將錄影檔作為學生利他行為的觀察內容。 本研究以共變數分析程式設計學習成就測驗、程式設計學習動機問卷及合作傾向問卷之統計分析;以序列分析利他行為之間的轉換分析。結果顯示:一、任務鷹架之教育型遊戲機程式設計有助於提升學習者程式設計學習成就。二、不同學習工具對程式設計學習動機無顯著差異。三、不同學習工具對程式設計學習者產生不同的利他行為模式。 本研究結果為任務鷹架之教育型遊戲機程式設計能夠幫助學習者提升學習成效及利他行為次數,而在利他行為轉換模式方面,則建議在設計教學活動的時候,除了可結合硬體實物及任務鷹架於程式設計課程外,教師也應該於教學現場提供學生討論並給同儕回饋或是鼓勵學生去協助同儕完成程式設計的學習環境,讓學生可以表現出更多的利他行為,藉以提升學習者的程式設計學習成效及利他行為。
    The purpose of this study was to investigate the effects of educational game console programming with task scaffolding, combined with different learning tools (educational games console programming with task scaffolding group, web simulator group), on the elementary school students' programming achievement, programming motivation, and Altruistic Behavior. A quasi-experimental design was adopted on a sample of 39 students from two sixth-grade elementary school classes in Kaohsiung City, who were assigned to combined with educational games console programming with task scaffolding and combined with web simulator groups by class. MakeCode Arcade web and the same courses were adopted for both groups, conducted a three-lessons teaching experiments. An ANCOVA was used to analyze programming achievement, programming motivation and cooperation tendency, while sequence analysis was used to analyze the Altruistic Behaviors patterns. The findings of this study are as follows. First, educational games console programming with task scaffolding performed significantly better than with web simulator in programming achievement. Second, no significant differences in programming motivation between the two groups. Third, different patterns of altruistic behavior between the two groups. Since the results of this study, it is recommended that when designing teaching activities, objects and task scaffolding can be combined in the programming courses. Teachers should provide a learning environment where students can discuss and give feedback to their peers or encourage students to assist their peers in completing programming. Encourage students to show more altruistic behaviors to enhance students' programming achievement and altruistic behaviors.
  • 出版者: 碩士論文--國立臺南大學數位學習科技學系碩士在職專班.
  • 建立日期: 2022[民111]
  • 格式: 88面 : 圖,表 ; 30公分..
  • 語言: 中文
  • 資源來源: NUTN ALEPH

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