在两种不同的计算机科学学习环境中,研究与代码的重复使用和再混合相关的中学生学习者特征

IF 5.1 2区 教育学 Q1 Social Sciences Journal of Research on Technology in Education Pub Date : 2023-11-01 DOI:10.1080/15391523.2022.2085215
T. Ketenci, Brendan Calandra, J. Cohen, Maggie Renken, Nurjamal Chonoeva
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引用次数: 0

摘要

摘要 本研究旨在考察两组中学生的自我效能感、兴趣、目标导向和先前经验如何与他们在使用麻省理工学院的 App Inventor 创建的数字作品中借鉴现有想法和代码的证据相关联,这种计算实践被 Brennan 和 Resnick(2012 年)认定为 "重复使用和混搭"。参与者包括参加正规计算机科学教育课程的 110 名学生和参加课后计算机俱乐部的 87 名学生。数据来源包括学习者概况调查和参与者的数字作品。相关分析和逻辑回归分析揭示了自我效能感、目标导向和参与者以代码为导向的数字作品再利用和再混合证据之间的显著关系。
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An examination of middle school student learner characteristics as related to the reuse and remixing of code in two different computer science learning contexts
Abstract The goal of this study was to examine how two groups of middle school students’ self-efficacy, interest, goal orientation, and prior experience related to evidence of their building upon existing ideas and code in digital artifacts they created using MIT’s App Inventor, a computational practice that Brennan and Resnick (2012) identified as “reusing and remixing.” Participants included 110 students in a formal computer science education course and 87 students in an after-school computing club. Data sources included a learner profile survey and participants’ digital artifacts. Correlational analysis, followed by logistic regression analysis, uncovered significant relationships between self-efficacy, goal orientation, and evidence of participants’ code-oriented reusing and remixing their digital artifacts.
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来源期刊
Journal of Research on Technology in Education
Journal of Research on Technology in Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.70
自引率
5.90%
发文量
43
期刊介绍: The Journal of Research on Technology in Education (JRTE) is a premier source for high-quality, peer-reviewed research that defines the state of the art, and future horizons, of teaching and learning with technology. The terms "education" and "technology" are broadly defined. Education is inclusive of formal educational environments ranging from PK-12 to higher education, and informal learning environments, such as museums, community centers, and after-school programs. Technology refers to both software and hardware innovations, and more broadly, the application of technological processes to education.
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