Engaging Young Students in Effective Robotics Education: An Embodied Learning-Based Computer Programming Approach

IF 4.9 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2023-11-07 DOI:10.1177/07356331231213548
Xinli Zhang, Yuchen Chen, Danqing Li, Lailin Hu, Gwo-Jen Hwang, Yun-Fang Tu
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Abstract

Robotics education has received widespread attention in K-12 education. Studies have pointed out that in robotics courses, learners face challenges in learning abstract content, such as constructing a robot with a good structure and writing programs to drive a robot to complete specific learning tasks. The present study proposed the embodied learning-based computer programming approach and applied it to the LEGO Mindstorms EV3 robotics course. To evaluate its effectiveness, a quasi-experiment was conducted in one public primary school to explore its effects on students’ learning achievement, learning motivation, learning attitudes, learning engagement, and cognitive load. The experimental group (40 students) adopted the embodied learning-based computer programming approach, while the control group (40 students) adopted the conventional computer programming approach. The results showed that the experimental group had significantly better learning achievement in robotics than the control group, and that there was no significant difference in the cognitive load of the two groups. In terms of learning motivation, although both groups showed improvement, the experimental group had higher intrinsic learning motivation. In addition, the experimental group outperformed the control group with regard to learning attitudes and learning engagement (including cognitive, behavioral, and emotional engagement). Accordingly, this study could contribute to future research for developing more effective robotics teaching approaches and computer programming activity design.
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让年轻学生参与有效的机器人教育:一种基于学习的计算机编程方法
机器人教育在K-12教育中受到广泛关注。有研究指出,在机器人课程中,学习者面临着学习抽象内容的挑战,比如构造一个结构良好的机器人,编写驱动机器人完成特定学习任务的程序。本研究提出了基于具身学习的计算机编程方法,并将其应用于LEGO Mindstorms EV3机器人课程。为了评估其有效性,本研究在一所公立小学进行了准实验,探讨其对学生学习成就、学习动机、学习态度、学习投入和认知负荷的影响。实验组(40名学生)采用具身学习的计算机程序设计方法,对照组(40名学生)采用传统的计算机程序设计方法。结果表明,实验组在机器人学习成绩上明显优于对照组,两组在认知负荷上无显著差异。在学习动机方面,虽然两组均有改善,但实验组具有更高的内在学习动机。此外,实验组在学习态度和学习投入(包括认知、行为和情感投入)方面的表现优于对照组。因此,本研究将有助于未来研究开发更有效的机器人教学方法和计算机编程活动设计。
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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