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題名:結合桌遊的運算思維翻轉學習模式對小學生學習表現之影響
書刊名:教育研究月刊
作者:王振庭許庭嘉 引用關係
作者(外文):Wang, Chen-tingHsu, Ting Chia
出版日期:2019
卷期:301
頁次:頁50-65
主題關鍵詞:桌遊運算思維學習成效學習動機翻轉學習Board gameComputational thinkingLearning effectivenessLearning motivationFlipping learning
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:13
運算思維能力培養在近年受到教育領域專家們的重視,許多教育現場的教師紛紛投入該領域,設計教學活動及建構教材,但因缺乏適當的教學策略引導或無法提供同儕互動的演練情境,導致學生無法養成主動學習或不足以引發高層次思考,使得學生學習成效不彰、無法持續高度學習動機。故本研究透過桌遊進行運算思維翻轉學習,探討學生的學習動機、問題解決能力表現,協助學生培養其運算思維能力,改善運算思維基礎概念建構的學習成效。透過翻轉學習模式,提供適當的引導與同儕討論的空間,建立主動學習的學習態度,使用以運算思維基礎概念設計的《Robert City機器人蓋城市》這款教育桌遊,進行循序、迴圈、條件這三個教學單元,提供適切的演練情境。透過研究結果得知,學生透過桌遊進行運算思維翻轉學習後,不只提高內在學習動機,在解決問題能力部分亦得到提升。建議未來研究可搭配不同的教學策略及模式於運算思維課程,再與本研究結果比較,以提供更周全的教學實踐方案。
In recent years, the cultivation of computational thinking competence has been paid attention by many educators. Teachers have designed teaching materials and activity for students to learn computational thinking. However, due to lack of guiding mechanism or situated learning, students’ learning results are not as good as expected and kept learning motivation. Therefore, this study used board game on flipped classroom, to explore students’ learning motivation and problem solving tendency, and then to help students learn their computational thinking . Through this course, the students can learn the structural programming logics of sequence, selection and loop, and improve the students’ computational thinking competence. According to the research results, after using board game on flipped classroom, students not only improve the performance of problem solving tendency, but also have high learning motivation. In the future, different teaching strategies and methods can be introduced into learning the acquisition of computing thinking and compare it with the present results.
期刊論文
1.Lai, Chui-Lin、Hwang, Gwo-Jen(2014)。Effects of mobile learning time on students' conception of collaboration, communication, complex problem-solving, meta-cognitive awareness and creativity。International Journal of Mobile Learning and Organisation,8(3/4),276-291。  new window
2.Grover, S.、Pea, R.(2013)。Computational thinking in K-12: A review of the state of the field。Educational Researcher,42(1),38-43。  new window
3.Wang, L. C.、Chen, M. P.(2010)。The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning。Innovations in Education and Teaching International,47(1),39-52。  new window
4.林育慈、吳正己(2016)。運算思維與中小學資訊科技課程。教育脈動,6,5-20。  延伸查詢new window
5.Lai, C.-L.、Hwang, G.-J.(2016)。A self-regulated flipped classroom approach to improving students' learning performance in a mathematics course。Computers & Education,100,126-140。  new window
6.Hao, Y.-W.(2016)。Exploring undergraduates' perspectives and flipped learning readiness in their flipped classrooms。Computers in Human Behavior,59,82-92。  new window
7.Sohrabi, B.、Iraj, H.(2016)。Implementing flipped classroom using digital media: A comparison of two demographically different groups perceptions。Computers in Human Behavior,60,514-524。  new window
8.de Cavalho, J. C. Q.、Beltramini, L. M.、Bossolan, N. R. S.(2019)。Using a board game to teach protein synthesis to high school students。Journal of Biological Education,53(2),205-216。  new window
9.Dieser, O.、Bogner, F. X.(2016)。Young people's cognitive achievement as fostered by hands-on-centred environmental education。Environmental Education Research,22(7),943-957。  new window
10.Enyedy, N.、Danish, J.、DeLiema, D.(2015)。Constructing liminal blends in a collaborative augmented-reality learning environment。International Journal of Computer-Supported Collaborative Learning,10(7),7-34。  new window
11.Korozi, M.、Leonidis, A.、Ntoa, S.、Arampatzis, D.、Adami, I.、Antona, M.、Stephanidis, C.(2018)。Designing an augmented tabletop game for children with cognitive disabilities: The "home game" case。British Journal of Educational Technology,11(4),701-716。  new window
12.Wing, J.(2011)。Research notebook: Computational thinking--What and why?。The Link Magazine。  new window
13.Wing, Jeannette M.(2006)。Computational Thinking。Communications of the ACM,49(3),33-35。  new window
學位論文
1.方廷宇(2018)。桌遊對程式思維學習成效與動機之研究--以國小三年級學童為例(碩士論文)。國立臺北教育大學。  延伸查詢new window
2.石裕惠(2016)。桌上遊戲融入國中英語教學對學生的學習動機與學習投入程度之影響(碩士論文)。國立中興大學。  延伸查詢new window
3.李威霖(2016)。情境式運算思維教材之發展與評估(碩士論文)。國立臺灣師範大學。  延伸查詢new window
4.林群峰(2017)。Kodu遊戲設計教學對國小學童運算思維提昇成效之研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
5.陳亭昀(2018)。設計「生態總動員」桌遊教具以培養學童的環境素養(碩士論文)。國立臺北教育大學。  延伸查詢new window
圖書
1.Staker, H.、Horn, M. B.(2012)。Classifying K-12 blended learning。Innosight Institute。  new window
2.Bergmann, Jonathan、Sams, Aaron(2012)。Flip your classroom: Reach every student in every class every day。International Society for Technology in Education。  new window
其他
1.教育部(2016)。2016-2020資訊教育總藍圖,http://ws.moe.edu.tw/001/Upload/3/relfile/6315/46563/65ebb64a-683c-4f7a-bcf0-325113ddb436.pdf。  new window
 
 
 
 
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