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 - Funding Information:
This work was financially supported by the ?Institute for Research Excellence in Learning Sciences? and ?Chinese Language and Technology Center? of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan, and sponsored by the Ministry of Science and Technology, Taiwan, R.O.C. [grant numbers MOST 105-2511-S-003-049-MY3, 106-2511-S-003-019-MY3, 107-2511-H-003-046-MY3, 108-2511-H-656-001-MY2]. This work was financially supported by the ?Institute for Research Excellence in Learning Sciences? and ?Chinese Language and Technology Center? of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan, and sponsored by the Ministry of Science and Technology, Taiwan, R.O.C. under Grant no. MOST 105-2511-S-003-049-MY3, 106-2511-S-003-019-MY3, 107-2511-H-003-046-MY3, 108-2511-H-656-001-MY2.
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 -