PERCEPTIONS OF TEACHERS TOWARD GAME-BASED PROGRAMMING TOOLS IN K-12 CLASSROOMS

IF 0.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS IADIS-International Journal on Computer Science and Information Systems Pub Date : 2019-07-01 DOI:10.33965/ijcsis_2019140102
Yue Hu, Yu-Hang Li, C. Su
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引用次数: 1

Abstract

In recent years, game-based programming tools (GBPTs) such as Lightbot, Cargo-Bot, and Run Marco have been developed to help children worldwide better understand programming concepts through an interesting, enjoyable and visualizable programming learning experience. However, in-service teachers’ perceptions regarding the use of these game-based programming tools in K-12 instruction have received little attention. To understand the perceptions of teachers, this study integrated perceived enjoyment into the Technology Acceptance Model (TAM) to explore the factors that influence the intentions of K-12 in-service teachers to use game-based programming tools in their instructional tasks. Thirty Chinese teachers in elementary and secondary schools were invited to finish at least one hour of code tutorial at the code.org site, and then undertake a paper-and-pencil questionnaire. We applied the partial least squares structural equation modeling technique to analyze the extended TAM model. Results demonstrated that teachers’ behavioral intention was determined by their attitudes toward using GBPTs. Perceived usefulness and perceived ease of use had a significant and positive influence on teachers’ attitudes. In addition, the results also indicated that perceived enjoyment has a significant influence on perceived usefulness and perceived ease of use, but no significant effect on the attitude of teachers regarding the use of GBPTs. Based on these findings, enjoyment can be considered as a determinant that influences teachers’ perceptions toward using GBPTs in K-12 programming education. Some pedagogical and research implications are also presented.
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教师对k-12教室中基于游戏的编程工具的看法
近年来,基于游戏的编程工具(gbpt),如Lightbot、Cargo-Bot和Run Marco已经被开发出来,通过有趣、愉快和可视化的编程学习经验,帮助世界各地的孩子更好地理解编程概念。然而,在职教师对在K-12教学中使用这些基于游戏的编程工具的看法却很少受到关注。为了了解教师的感知,本研究将感知享受纳入技术接受模型(TAM),以探索影响K-12在职教师在教学任务中使用基于游戏的编程工具意图的因素。30位中国中小学教师受邀在code.org网站上完成至少一个小时的代码教程,然后进行纸笔问卷调查。应用偏最小二乘结构方程建模技术对扩展TAM模型进行分析。结果表明,教师的行为意向是由教师对使用GBPTs的态度决定的。感知有用性和感知易用性对教师的态度有显著的正向影响。此外,研究结果还表明,感知享受对感知有用性和感知易用性有显著影响,但对教师使用GBPTs的态度没有显著影响。基于这些发现,乐趣可以被认为是影响教师对在K-12编程教育中使用GBPTs的看法的决定因素。本文还提出了一些教学和研究意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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IADIS-International Journal on Computer Science and Information Systems
IADIS-International Journal on Computer Science and Information Systems COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
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