Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS New Review of Hypermedia and Multimedia Pub Date : 2017-01-02 DOI:10.1080/13614568.2016.1152314
Nikolaos Pellas, Efstratios Peroutseas
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引用次数: 13

Abstract

ABSTRACT Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students’ participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students’ social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.
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利用Scratch4SL和Second Life来激励高中生参与编程入门课程:来自案例研究的结果
中等教育的学生努力理解基本的编程概念。关于编程的好处大家都知道,但很少有公开的证据表明,高中生如何能够按照创新的教学格式正确地学习基本的编程概念,从而获得/提高他们的计算思维技能。这种区别导致了他们对计算机科学课程缺乏动力和兴趣。本案例研究展示了28名(n = 28)高中生的观点,他们自愿参与了《第二人生》中创建的类似3d游戏的环境。该环境与Scratch4SL的2D编程环境相结合,以混合教学格式实现编程概念(即序列和并发编程命令)。本文还提出了一个基于建构主义理论的教学框架,以帮助学生在协作式实践学习活动中更好地协调或管理学习材料。通过混合方法研究,在完成几个学习任务之前和之后,测量学生对焦点小组的参与情况(定性数据)和基于经验的动机情况(定量数据)。研究结果表明,建构主义教学设计框架对培养或增强学生的社会、认知、高阶和计算思维能力具有重要意义。本文还讨论了教育意义和对未来研究的建议。
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来源期刊
New Review of Hypermedia and Multimedia
New Review of Hypermedia and Multimedia COMPUTER SCIENCE, INFORMATION SYSTEMS-
CiteScore
3.40
自引率
0.00%
发文量
4
审稿时长
>12 weeks
期刊介绍: The New Review of Hypermedia and Multimedia (NRHM) is an interdisciplinary journal providing a focus for research covering practical and theoretical developments in hypermedia, hypertext, and interactive multimedia.
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