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Promoting Entrepreneurial Intentions and Competencies Through Business Simulation Games 通过商业模拟游戏促进创业意图和能力
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-10 DOI: 10.1177/07356331231209772
Lusia Maryani Silitonga, Budi Dharmawan, Astrid Tiara Murti, Ting-Ting Wu
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as part of their entrepreneurship education (EE). The study used a quasi-experiment to measure changes in students' cognitive and non-cognitive entrepreneurial competencies, as well as their entrepreneurial intentions. The results show that participation in the BSG significantly improved students' cognitive and non-cognitive entrepreneurial competencies, as well as their intention to start a new business. The study concludes that BSG can be an effective teaching strategy for promoting EE and developing entrepreneurial competencies among undergraduate students. However, further research with larger sample sizes and diverse populations is needed to confirm these findings and explore how combining BSG with other teaching methods or interventions can enhance the development of entrepreneurial competencies and intentions.
商业模拟游戏(BSG)提供了一个独特的机会,让学生在模拟的商业环境中获得实践经验。本研究旨在探讨创业sg对大学生创业意向和创业能力的促进作用。这项研究是在48名学生中进行的,他们参加了BSG作为他们创业教育(EE)的一部分。本研究采用准实验的方法来测量学生认知和非认知创业能力的变化,以及他们的创业意图。结果表明,参与创业sg显著提高了学生的认知和非认知创业能力,以及他们的创业意愿。本研究认为,创业sg是促进大学生情感表达和培养大学生创业能力的有效教学策略。然而,需要进一步的研究,以更大的样本量和不同的人群来证实这些发现,并探索如何将创业sg与其他教学方法或干预措施相结合,以促进创业能力和意向的发展。
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引用次数: 0
Who's the Best Detective? Large Language Models vs. Traditional Machine Learning in Detecting Incoherent Fourth Grade Math Answers 谁是最好的侦探?大型语言模型与传统机器学习在检测四年级数学不连贯答案中的对比
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-10 DOI: 10.1177/07356331231191174
Felipe Urrutia, Roberto Araya
Written answers to open-ended questions can have a higher long-term effect on learning than multiple-choice questions. However, it is critical that teachers immediately review the answers, and ask to redo those that are incoherent. This can be a difficult task and can be time-consuming for teachers. A possible solution is to automate the detection of incoherent answers. One option is to automate the review with Large Language Models (LLM). They have a powerful discursive ability that can be used to explain decisions. In this paper, we analyze the responses of fourth graders in mathematics using three LLMs: GPT-3, BLOOM, and YOU. We used them with zero, one, two, three and four shots. We compared their performance with the results of various classifiers trained with Machine Learning (ML). We found that LLMs perform worse than MLs in detecting incoherent answers. The difficulty seems to reside in recursive questions that contain both questions and answers, and in responses from students with typical fourth-grader misspellings. Upon closer examination, we have found that the ChatGPT model faces the same challenges.
开放式问题的书面答案对学习的长期影响要高于多项选择题。然而,重要的是,老师要立即复习答案,并要求重做那些不连贯的答案。这可能是一项艰巨的任务,对教师来说可能很耗时。一个可能的解决方案是自动检测不连贯的答案。一种选择是使用大型语言模型(LLM)自动化审查。他们有强大的话语能力,可以用来解释决定。本文采用GPT-3、BLOOM和YOU三种LLMs分析了四年级学生在数学方面的反应。我们用零,一,二,三,四发子弹。我们将它们的性能与机器学习(ML)训练的各种分类器的结果进行了比较。我们发现llm在检测不连贯答案方面比ml表现得更差。困难似乎在于包含问题和答案的递归问题,以及典型的四年级拼写错误的学生的回答。经过仔细研究,我们发现ChatGPT模型面临着同样的挑战。
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引用次数: 0
Research on the Role of an Automatic Resource Generation System to Promote Chinese as a Second Language Learners’ Learning in Colleges 资源自动生成系统在促进高校对外汉语学习者学习中的作用研究
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-09 DOI: 10.1177/07356331231210940
Qi Wang, Shengquan Yu, Xiaofeng Wang
Chinese as a second language (CSL) learning has attracted more attention and supporting learners with adaptive resources becomes difficult. Some online systems recommended pre-designed resources from existing databases while the resources could not match learners’ context. Designing resources dynamically according to learners’ needs could be a solution while it’s time-consuming. Targeting this problem, we proposed a “content-structure” loosely coupled model. Based on the model, we developed an automatic resource generation system and used it in a university. One class was chosen and the students were randomly assigned to the experimental (22 students) and control group (21 students). They participated in the course all the same except the resources generation method. During the learning process, the online behaviors were recorded for behavioral analysis and the learners’ learning outcome and perceptions were measured by tests and questionnaires. Results showed that the system played positive roles in improving learners’ learning outcome and perceptions. Moreover, we found that learners in experimental group participated more actively and there’s evidence that the system could help learners better reflect on their needs. The results revealed the effectiveness of the system in supporting CSL learners’ contextualized learning. This design will provide inspiration for future context-aware CSL learning research.
汉语作为第二语言(CSL)的学习受到越来越多的关注,而支持学习者的适应性资源变得困难。一些在线系统推荐从现有数据库中预先设计的资源,而这些资源与学习者的上下文不匹配。根据学习者的需求动态设计资源可能是一种解决方案,但这很耗时。针对这个问题,我们提出了一个“内容-结构”松散耦合模型。在此基础上,我们开发了一个资源自动生成系统,并在某高校进行了应用。选取一个班级,将学生随机分为实验组(22名)和对照组(21名)。除了资源生成方法外,他们都参加了课程。在学习过程中,记录学习者的在线行为进行行为分析,并通过测试和问卷调查来测量学习者的学习成果和认知。结果表明,该系统在提高学习者的学习效果和认知方面发挥了积极作用。此外,我们发现实验组的学习者参与更积极,有证据表明该系统可以帮助学习者更好地反思自己的需求。结果表明该系统在支持学习者情境化学习方面是有效的。本设计将为未来情境感知型汉语学习研究提供启示。
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引用次数: 0
Integrating Computational Thinking Into Scaffolding Learning: An Innovative Approach to Enhance Science, Technology, Engineering, and Mathematics Hands-On Learning 将计算思维融入脚手架学习:一种创新的方法来增强科学、技术、工程和数学的动手学习
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-08 DOI: 10.1177/07356331231211916
Hsin-Yu Lee, Ting-Ting Wu, Chia-Ju Lin, Wei-Sheng Wang, Yueh-Min Huang
Science, Technology, Engineering, and Mathematics (STEM) education is essential for developing future-ready learners in both secondary and higher education levels. However, as students transition to higher education, many encounter challenges with independent learning and research. This can negatively impact their Higher-Order Thinking Skills (HOTS), engagement, and practical expertise. This study introduces a solution: Computational Thinking Scaffolding (CTS) in the Jupyter Notebook environment, designed to enhance STEM education at the tertiary level. CTS incorporates five phases: Decomposition, Pattern Recognition, Abstraction, Algorithm Design, and Evaluation. Utilizing a quasi-experimental method, we assessed the impact of CTS on the HOTS, engagement, and practical skills of undergraduate and postgraduate students. Our findings hold substantial relevance for university educators, academic advisors, and curriculum designers aiming to enhance students’ HOTS and hands-on capabilities in STEM disciplines. The results validate the effectiveness of CTS in elevating tertiary STEM learning outcomes, and they spotlight the adaptability of the Jupyter Notebook as a valuable tool in higher education. In conclusion, our research underscores the merits of CTS for improving outcomes in higher STEM education and sets a benchmark for future endeavors in this domain.
科学、技术、工程和数学(STEM)教育对于培养中学和高等教育水平的未来学习者至关重要。然而,随着学生向高等教育的过渡,许多人在自主学习和研究方面遇到了挑战。这可能会对他们的高阶思维技能(HOTS)、参与度和实践专业知识产生负面影响。本研究介绍了一种解决方案:在Jupyter Notebook环境中的计算思维脚手架(CTS),旨在提高高等教育水平的STEM教育。CTS包含五个阶段:分解、模式识别、抽象、算法设计和评估。利用准实验方法,我们评估了CTS对本科生和研究生的HOTS、敬业度和实践技能的影响。我们的研究结果对旨在提高学生在STEM学科中的HOTS和动手能力的大学教育工作者、学术顾问和课程设计师具有重大意义。结果验证了CTS在提高高等STEM学习成果方面的有效性,并突出了Jupyter Notebook作为高等教育中有价值的工具的适应性。总之,我们的研究强调了CTS在提高高等STEM教育成果方面的优点,并为该领域的未来努力设定了基准。
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引用次数: 0
Using Epistemic Network Analysis to Explore Primary School Students’ Computational Thinking in Pair Programming Learning 运用认知网络分析探讨小学生结对编程学习中的计算思维
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-08 DOI: 10.1177/07356331231210560
Yu-Sheng Su, Shuwen Wang, Xiaohong Liu
Pair programming (PP) can help improve students’ computational thinking (CT), but the trajectory of CT skills and the differences between high-scoring and low-scoring students in PP are unknown and need further exploration. In this study, a total of 32 fifth graders worked on Scratch tasks in 16 pairs. The group discourse of three learning topics (comprising 9 projects) was collected. After the audio files were transcribed, 1,303 conversations were obtained. They were analyzed via Epistemic Network Analysis (ENA) Webkit, which can reveal the trajectory of students’ CT development via analyzing codes of discourse related to CT in PP. Three Scratch learning topics were assessed based on the Dr. Scratch platform to acquire the level of students’ CT and to determine the low- and high-scoring groups. Results indicated that CT concepts and CT practices were always closely related in PP and CT practices, and CT perspectives could be gradually and closely related after a long period of CT training. A significant difference between the two groups’ CT structures was found. The high-scoring group had more fragments of CT practice and connecting of CT perspectives, while the low-scoring group showed more fragments of CT concepts and expressing of CT perspectives. This research provides insights into cultivating primary school students’ CT using Scratch in the context of PP. The findings can provide suggestions for instructors to design instructional interventions to facilitate students’ CT skills via PP learning. Instructors can improve CT skills by guiding students to constantly ask questions, and specifying the role swap between driver and navigator in PP. Besides, instructors could give more consideration to the development of CT perspectives, and especially the ability to question.
结对编程(Pair programming, PP)有助于提高学生的计算思维能力,但结对编程技能的发展轨迹以及得分高与得分低学生在计算思维能力方面的差异尚不清楚,需要进一步探索。在这项研究中,共有32名五年级学生分成16对完成Scratch任务。收集了三个学习主题(包括9个项目)的小组话语。录音文件被转录后,获得了1303段对话。通过认知网络分析(ENA) Webkit进行分析,通过分析PP中与CT相关的话语代码,揭示学生CT发展的轨迹。基于Dr. Scratch平台对三个Scratch学习主题进行评估,获得学生CT水平,并确定低分组和高分组。结果表明,在PP和CT实践中,CT概念和CT实践总是紧密相关的,CT视角可以通过长期的CT训练逐渐紧密相关。两组CT结构差异有统计学意义。高分组CT实践片段和CT视角连接片段较多,低分组CT概念片段和CT视角表达片段较多。本研究提供了在PP背景下使用Scratch培养小学生CT的见解,研究结果可为教师设计教学干预措施提供建议,以促进学生通过PP学习CT技能。教师可以通过引导学生不断提出问题,明确PP中驾驶员和导航员的角色互换来提高CT技能。此外,教师可以更多地考虑CT视角的发展,尤其是提问能力的培养。
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引用次数: 0
Engaging Young Students in Effective Robotics Education: An Embodied Learning-Based Computer Programming Approach 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
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-07 DOI: 10.1177/07356331231213548
Xinli Zhang, Yuchen Chen, Danqing Li, Lailin Hu, Gwo-Jen Hwang, Yun-Fang Tu
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.
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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引用次数: 0
Conceptualizing Flexibility in Programming-Based Mathematical Problem-Solving 基于编程的数学问题解决的概念化灵活性
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-25 DOI: 10.1177/07356331231209773
Huiyan Ye, Oi-Lam Ng, Zhihao Cui
Computational thinking (CT) has received much attention in mathematics education in recent years, and researchers have begun to experiment with the integration of CT into mathematics education to promote students’ CT and mathematical thinking (MT) development. However, there is a lack of empirical evidence and new theoretical perspectives on the mechanisms of interaction between CT and MT. To address this research gap, this study analyses the participants’ thinking processes in solving programming-based mathematical problems from a flexibility perspective, focusing on the interplay between computational and mathematical thinking, that is, how CT and MT work together to influence and determine the problem-solver’s choice of solution strategy. Using data collected from a large design-based study, we summarise two types of flexibility and six subtypes of flexibility demonstrated by participants in the programming-based mathematical problem-solving process using thematic analysis. These different types of flexibility provide researchers and mathematics educators with new theoretical perspectives to examine the interplay of CT and MT. Findings will also contribute toward student learning characteristics in programming-based mathematical problem-solving to sketch the big picture of how CT and MT emerge in complementary or mismatching ways.
近年来,计算思维在数学教育中受到了广泛的关注,研究者开始尝试将计算思维融入数学教育,以促进学生的计算思维和数学思维的发展。然而,关于CT和MT之间相互作用的机制缺乏经验证据和新的理论视角。为了弥补这一研究空白,本研究从灵活性的角度分析了参与者在解决基于规划的数学问题时的思维过程,重点关注计算思维和数学思维之间的相互作用,即CT和MT如何共同影响和决定问题解决者的解决策略选择。利用从一项基于设计的大型研究中收集的数据,我们总结了参与者在基于规划的数学问题解决过程中表现出的两种类型的灵活性和六种子类的灵活性。这些不同类型的灵活性为研究人员和数学教育者提供了新的理论视角来研究CT和MT的相互作用。研究结果还将有助于研究学生在基于编程的数学问题解决中的学习特征,从而勾勒出CT和MT如何以互补或不匹配的方式出现的大图景。
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引用次数: 0
Using Mathematizing Supports for Applied Problem Solving in a Game-Based Learning Environment 在基于游戏的学习环境中使用数学支持解决应用问题
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-25 DOI: 10.1177/07356331231206990
Fengfeng Ke, Chih-Pu Dai, Luke West, Yanjun Pan, Jiabei Xu
Students frequently struggled with the mathematizing process – forging connections between implicit and explicit mathematical thinking – when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed ‘mathematizing’ supports when solving applied math problems in a game-based, inquiry-oriented math learning environment. We conducted a naturalistic observation case study and a mixed-method study to investigate middle school students’ usage of mathematizing supports in relation to their math problem-solving performance. The findings indicated a positive and predictive impact of using mathematizing supports on the logged and observed practice of mathematization as well as the performance of applied math problem solving by the students during and after gaming. However, not all students leverage in-game mathematizing supports or engage in problem mathematizing processes. The grounds of students’ constructive interaction with a mathematizing support include their productive persistence in problem solving, their exercise of agency in gauging the utility of mathematizing, and their engagement with deductive reasoning from concrete to abstract. We also observed an interplay between internal and external mathematizing supports, which is moderated by the modality of learning settings.
学生们在解决一个背景丰富的应用问题时,经常在数学化的过程中挣扎——在内隐和外显数学思维之间建立联系。目前的研究调查了学生在解决基于游戏的、以探究为导向的数学学习环境中的应用数学问题时,如何与有目的设计的“数学化”支持进行互动和利用。本研究采用自然观察个案研究和混合方法研究中学生数学支持的使用对其数学问题解决能力的影响。研究结果表明,使用数学支持对学生在游戏期间和游戏后的数学化练习以及应用数学问题解决的表现有积极和预测的影响。然而,并非所有学生都利用游戏中的数学支持或参与问题数学过程。学生与数学化支持的建设性互动的基础包括他们在解决问题方面的富有成效的坚持,他们在衡量数学化效用方面的能动性的行使,以及他们从具体到抽象的演绎推理的参与。我们还观察到内部和外部数学化支持之间的相互作用,这是由学习设置的模式调节。
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引用次数: 0
Effects of a Programming Course Using the GAME Model on Undergraduates’ Self-Efficacy and Basic Programming Concepts 游戏模式编程课程对大学生自我效能感和编程基本概念的影响
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-20 DOI: 10.1177/07356331231206071
Chun-Yen Tsai, Yun-An Chen, Fu-Pei Hsieh, Min-Shiung Chuang, Chien-Liang Lin
In higher education, it is challenging to cultivate non-computer science majors’ programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates’ self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in this study, which adopted a quasi-experimental research design. Students in the experimental group ( n = 43) experienced a course in which the GAME model was used to design the block-based programming course. The control group ( n = 40) was given a general information education course covering similar learning concepts without the game-based learning strategy. The analysis of covariance (ANCOVA) was adopted to investigate the effect of the GAME model on students’ learning outcomes for the quantitative data. In the qualitative analysis, students’ responses to the course perception questionnaire were coded and analyzed. The results showed that students in the experimental group outperformed their counterparts regarding self-efficacy and basic programming concepts. The experimental treatment resulted in a small to medium effect size difference between the two groups. The results showed that incorporating the GAME model into block-based programming teaching helped improve undergraduates’ self-efficacy and performance of basic programming concepts. In addition, these experimental group undergraduates also perceived the pedagogic GAME model positively. Several research suggestions are proposed based on the findings of the present study.
在高等教育中,培养非计算机专业学生的编程观念是一项具有挑战性的工作。本研究采用游戏化、评估、建模、探究的游戏模式,在一门编程教育课程中提高大学生的自我效能感和基本编程概念的表现。本研究共有83名大学生参与,采用准实验研究设计。实验组学生(n = 43)体验了一门使用GAME模型设计基于块的编程课程。对照组(n = 40)在没有游戏学习策略的情况下,接受涵盖类似学习概念的普通信息教育课程。定量数据采用协方差分析(ANCOVA)探讨GAME模型对学生学习成果的影响。在定性分析中,对学生对课程感知问卷的回答进行编码和分析。结果表明,实验组学生在自我效能感和基本编程概念方面的表现优于同龄学生。实验处理导致两组之间的小到中等效应大小差异。结果表明,将游戏模型引入分组编程教学有助于提高大学生的自我效能感和基本编程概念的表现。此外,实验组大学生对教学游戏模式也有积极的认知。在此基础上,提出了若干研究建议。
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引用次数: 0
Fostering Computational Thinking and Problem-Solving in Programming: Integrating Concept Maps Into Robot Block-Based Programming 在编程中培养计算思维和解决问题:将概念图集成到机器人基于块的编程中
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-17 DOI: 10.1177/07356331231205052
Chih-Hung Chen, Hsiang-Yu Chung
Computational thinking (CT) has gained considerable attention and in-depth discussion over the last two decades. Although the significance of CT has been highlighted, it could be challenging for educators to teach CT. Fortunately, adopting robots in education has been evidenced to be of benefit to promoting students’ learning motivation, CT, and higher-order thinking skills. However, several significant factors affecting students’ programming performances in robot-assisted learning activities have been identified, such as cognitive needs and organization. In this study, a CMR-BBP (concept map robot block-based programming) approach was designed by integrating concept maps into robot block-based programming to enhance students’ programming learning. Moreover, a three-group experiment was carried out in an elementary school to evaluate their learning outcomes. The experimental results revealed that the CMR-BBP approach benefited the students’ perceptions of their computational thinking and problem solving in comparison with the R-BBP (robot block-based programming) and C-BBP (conventional block-based programming) approaches. Furthermore, regarding cognitive load, both the CMR-BBP and R-BBP approaches enhanced the students’ germane cognitive load, while the CMR-BBP approach effectively reduced their extrinsic cognitive load. This study could be a notable reference for designing other courses in conjunction with programming learning activities.
在过去的二十年里,计算思维(CT)得到了相当大的关注和深入的讨论。虽然CT的重要性已经得到强调,但对于教育工作者来说,教授CT可能是一项挑战。幸运的是,在教育中采用机器人已被证明有利于提高学生的学习动机、CT和高阶思维技能。然而,已经确定了影响学生在机器人辅助学习活动中的编程表现的几个重要因素,例如认知需求和组织。本研究通过将概念图整合到机器人基于块的编程中,设计了CMR-BBP(概念图机器人基于块的编程)方法,以增强学生的编程学习。并在一所小学进行三组实验,评估学生的学习效果。实验结果表明,CMR-BBP方法比R-BBP(机器人基于块的编程)和C-BBP(传统的基于块的编程)方法更有利于学生对计算思维和问题解决的感知。此外,在认知负荷方面,CMR-BBP和R-BBP方法均能提高学生的相关认知负荷,而CMR-BBP方法则能有效降低学生的外在认知负荷。本研究对于设计其他结合程式设计学习活动的课程具有重要的参考价值。
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引用次数: 0
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Journal of Educational Computing Research
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