TY - JOUR
T1 - Simultaneously Improving Computational Thinking and Foreign Language Learning
T2 - Interdisciplinary Media With Plugged and Unplugged Approaches
AU - Hsu, Ting Chia
AU - Liang, Yi Sian
N1 - Funding Information:
We would like to express our deepest appreciation to the research projects of Ministry of Science and Technology (project number: MOST 108-2511-H-003-056-MY3). Moreover, we would like to thank the Industry-University Cooperation Project supported by the Institute for Information Industry, Taiwan in 2019 so as to connect the companies with researchers. The two companies in Taiwan included both Reading & Rhythm Co., Ltd. and Ampus Technology Co., Ltd. We would like to thank them for providing the T. Robot as a reader machine and providing the cards as well as maps with code embedded to be read and recognized, to allow us to conduct the instructional experiments in the experimental group. The authors received no financial support for the research, authorship, and/or publication of this article.
Publisher Copyright:
© The Author(s) 2021.
PY - 2021/10
Y1 - 2021/10
N2 - This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged version of the educational board game involved using a conventional board game without a computer, although it was designed for practicing CT as well as some foreign language vocabulary and conversational sentences. The results show that both approaches were helpful for simultaneously improving the students’ English proficiency of the target vocabulary and sentences, and their CT competence. The students’ foreign language learning anxiety during the English conversation in the plugged game was significantly lower than that of the students playing the unplugged game. On one hand, the cooperation tendency of the CT scale improved significantly for the students playing the unplugged game. On the other hand, the critical thinking of the CT scale improved significantly for those using the plugged approach. This research provides an innovation development and evaluation for plugged and unplugged approaches.
AB - This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged version of the educational board game involved using a conventional board game without a computer, although it was designed for practicing CT as well as some foreign language vocabulary and conversational sentences. The results show that both approaches were helpful for simultaneously improving the students’ English proficiency of the target vocabulary and sentences, and their CT competence. The students’ foreign language learning anxiety during the English conversation in the plugged game was significantly lower than that of the students playing the unplugged game. On one hand, the cooperation tendency of the CT scale improved significantly for the students playing the unplugged game. On the other hand, the critical thinking of the CT scale improved significantly for those using the plugged approach. This research provides an innovation development and evaluation for plugged and unplugged approaches.
KW - board games
KW - computational thinking
KW - cooperation tendency
KW - critical thinking
KW - educational robots
KW - foreign language learning anxiety
KW - interdisciplinary learning
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U2 - 10.1177/0735633121992480
DO - 10.1177/0735633121992480
M3 - Article
AN - SCOPUS:85102287398
SN - 0735-6331
VL - 59
SP - 1184
EP - 1207
JO - Journal of Educational Computing Research
JF - Journal of Educational Computing Research
IS - 6
ER -