An Empirical Study of the Computational Thinking Learning Game, “Online Robot City”

Tai Ping Hsu, Ting Chia Hsu*

*此作品的通信作者

研究成果: 書貢獻/報告類型會議論文篇章

摘要

Having strong computational thinking (CT) skills is key for students studying computer science (CS) and STEM-related fields. However, relying too heavily on programming languages can hinder students' understanding and application of CT concepts. Therefore, to effectively promote the learning of CT, this study conducted a quasi-experimental design to integrate two different questioning strategies into the Online Robot City game for teaching purposes. The study aimed to explore the impact of using the 5W1H strategy and the context-based concept mapping strategy for information gathering and problem decomposition on students' achievement in CT and on their learning behavior patterns. The results are expected to respond to the importance of different learning approaches, in particular the context-based thinking method like the context-based concept mapping strategy proposed in this study, which may make relatively more contributions to CT learning achievement and self-efficacy.

原文英語
主出版物標題31st International Conference on Computers in Education, ICCE 2023 - Proceedings
編輯Ju-Ling Shih, Akihiro Kashihara, Weiqin Chen, Weiqin Chen, Hiroaki Ogata, Ryan Baker, Ben Chang, Seb Dianati, Jayakrishnan Madathil, Ahmed Mohamed Fahmy Yousef, Yuqin Yang, Hafed Zarzour
發行者Asia-Pacific Society for Computers in Education
頁面996-1005
頁數10
ISBN(電子)9786269689026
出版狀態已發佈 - 2023 12月
事件31st International Conference on Computers in Education, ICCE 2023 - Matsue, Shimane, 日本
持續時間: 2023 12月 42023 12月 8

出版系列

名字31st International Conference on Computers in Education, ICCE 2023 - Proceedings
2

會議

會議31st International Conference on Computers in Education, ICCE 2023
國家/地區日本
城市Matsue, Shimane
期間2023/12/042023/12/08

ASJC Scopus subject areas

  • 電腦科學(雜項)
  • 教育

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