Learning behaviors analysis of the six grader students integrating educational robots with the computational thinking board game

Tzu Chin Zhou, Ting Chia Hsu*

*Corresponding author for this work

Research output: Contribution to journalConference articlepeer-review

Abstract

This study aimed at integrating computational thinking board game with robots, so that learners put computational thinking process into practice when they completed the tasks on the board game by controlling the action of the robots. The participants were the sixth-grade students in Singapore. Two students divided into a team collaborated with each other and competed with the other team composed of two students. This study developed a table of the behavioral coding schema according to the observations of the students’ behaviors. From analyzing the overall learning behaviors of the students, this study evaluated and found the learning behavioral patterns of the students in the learning circumstances.

Original languageEnglish
Pages (from-to)146-150
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

  • Behavior analysis
  • Board game
  • Collaborative learning
  • Computational thinking

ASJC Scopus subject areas

  • Education
  • Computer Science Applications

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