摘要
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.
| 原文 | 英語 |
|---|---|
| 頁(從 - 到) | 146-150 |
| 頁數 | 5 |
| 期刊 | Proceedings of International Conference on Computational Thinking Education |
| 出版狀態 | 已發佈 - 2020 |
| 事件 | 4th International Conference on Computational Thinking Education, CTE 2020 - Hong Kong, 香港 持續時間: 2020 8月 19 → 2020 8月 21 |
ASJC Scopus subject areas
- 教育
- 電腦科學應用
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