Comparison of the learning behaviors of the third grader students integrating robots and the computational thinking board game in singapore and taiwan

Yi Sian Liang, Ting Chia Hsu

Research output: Contribution to journalConference articlepeer-review

Abstract

The purpose of this study is to explore the use of educational robots and computing thinking board games by primary and middle school students in different countries, and to explore whether there are differences in learning behaviors during the learning process. It was found that the primary school students in Singapore had the highest number of behaviors in irrelevant courses, and the same textbook content was applied to the primary three in Taiwan. It can be seen that Taiwanese students tend to spend time talking with competitors. This phenomenon can increase students' oral communication and enhance their learning fun during the discussion. Singaporean students rank first in behaviors that are not related to the course. It is speculated that the content of the textbooks may be too difficult, which may lead to restrictions on communication. This study suggests that textbooks can be moved to other grades in Singapore in the future to help Singaporean students improve the same learning effectiveness as Taiwanese students.

Original languageEnglish
Pages (from-to)47-51
Number of pages5
JournalProceedings of International Conference on Computational Thinking Education
Publication statusPublished - 2020
Event4th International Conference on Computational Thinking Education, CTE 2020 - Hong Kong, Hong Kong
Duration: 2020 Aug 192020 Aug 21

Keywords

  • Board game
  • Computational thinking
  • Educational robots
  • Learning analysis

ASJC Scopus subject areas

  • Education
  • Computer Science Applications

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