Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Learning With Game-Based Learning

Ting Chia Hsu, Ching Chang*, Yi Sian Liang

*此作品的通信作者

研究成果: 雜誌貢獻期刊論文同行評審

4 引文 斯高帕斯(Scopus)

摘要

The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL achievement in an elementary school English as a foreign language (EFL) learning context. A total of 52 Grade 3 students take part in the experiment, of whom 28 are assigned to the experimental group learned with a machine educational robot (machine-ER) board game and 24 are assigned to the control group learned with a character educational robot (character-ER) board game. Results indicate that both groups made significant improvements in learning achievement: 1) in English-language achievement of learning vocabulary and sentence patterns; and 2) in CT concepts, although the machine-ER board game produces a greater increase than the character-ER board game in both language learning achievement and CT knowledge, their learning anxieties are also lower than those of the control group. The analysis of behavioral patterns also reveals that students playing the machine-ER board game demonstrate better language-learning interaction, whereas the students playing character-ER board game present greater CT development in finding solutions.

原文英語
頁(從 - 到)256-265
頁數10
期刊IEEE Transactions on Learning Technologies
16
發行號2
DOIs
出版狀態已發佈 - 2023 4月 1

ASJC Scopus subject areas

  • 教育
  • 一般工程
  • 電腦科學應用

指紋

深入研究「Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Learning With Game-Based Learning」主題。共同形成了獨特的指紋。

引用此