Using robot-based practices to develop an activity that incorporated the 6E model to improve elementary school students’ learning performances

Hsien Sheng Hsiao, Yi Wei Lin, Kuen Yi Lin, Chien Yu Lin, Jheng Han Chen, Jyun Chen Chen*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

41 Citations (Scopus)

Abstract

This study used robot-based practices to develop an activity that incorporated the 6E model. The sixth-grade students learned interdisciplinary knowledge about how to use Arduino electronic components, microcontrollers, and hands-on tools to make a “Crab Robot.” In addition, the students learned how to use Scratch programming language to control the robot and complete the “Crab Robot Crossing the Road” task. The study implemented a quasi-experimental design to examine whether the students who learned the robot-based activity using the 6E model acquired better learning motivation, learning performance, computational thinking ability, and hands-on ability than those who learned the activity through lectures. This study adopted purposive sampling to select 70 sixth-grade students from four classes, which were divided into the experimental group (6E model) and the control group (lectures). The experiment was conducted over a period of 18 weeks (for a total duration of 1,440 minutes). The results from the pretests-posttests showed that both groups of students improved their learning motivation, learning performance, computational thinking ability, and hands-on ability; however, the experimental group’s scores were significantly better. More importantly, this study provides a pedagogy manuscript for instructors who want to teach mechatronics programs and programming design education.

Original languageEnglish
Pages (from-to)85-99
Number of pages15
JournalInteractive Learning Environments
Volume30
Issue number1
DOIs
Publication statusPublished - 2022

Keywords

  • Robot-based practices
  • computational thinking ability
  • hands-on ability
  • interdisciplinary projects
  • programming and programming languages

ASJC Scopus subject areas

  • Education
  • Computer Science Applications

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