TY - JOUR
T1 - Using robot-based practices to develop an activity that incorporated the 6E model to improve elementary school students’ learning performances
AU - Hsiao, Hsien Sheng
AU - Lin, Yi Wei
AU - Lin, Kuen Yi
AU - Lin, Chien Yu
AU - Chen, Jheng Han
AU - Chen, Jyun Chen
N1 - Publisher Copyright:
© 2019 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - Robot-based practices
KW - computational thinking ability
KW - hands-on ability
KW - interdisciplinary projects
KW - programming and programming languages
UR - http://www.scopus.com/inward/record.url?scp=85068231816&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85068231816&partnerID=8YFLogxK
U2 - 10.1080/10494820.2019.1636090
DO - 10.1080/10494820.2019.1636090
M3 - Article
AN - SCOPUS:85068231816
SN - 1049-4820
VL - 30
SP - 85
EP - 99
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 1
ER -