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玩编码游戏来学习计算思维:是什么促使学生在家使用这个工具?

Playing coding games to learn computational thinking: What motivates students to use this tool at home?

作者信息

Zhang Shuhan, Wong Gary K W, Chan Peter C F

机构信息

Faculty of Education, The University of Hong Kong, Hong Kong, China.

NetDragon, Hong Kong, China.

出版信息

Educ Inf Technol (Dordr). 2023;28(1):193-216. doi: 10.1007/s10639-022-11181-7. Epub 2022 Jun 27.

DOI:10.1007/s10639-022-11181-7
PMID:35789767
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9243842/
Abstract

Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game called Coding Galaxy in a home-based setting. It explored the connections between the students' perceptions of and usage of the tool. An 11-day intervention was conducted at a primary school in Hong Kong with 104 participants. The students' perceptions of the game were collected via questionnaires and information on their use of the tool was extracted from log files. Results indicated that and were predictors of the actual use of the game with coding motivation the dominant factor. Focus group interviews were also conducted to further explore the students' motivation to play the game. Through comparisons of active and inactive users, the qualitative findings supported the quantitative results, indicating that students who were more intrinsically motivated tended to be more active in using the game. The implications of the study for researchers and practitioners in CT education are discussed.

摘要

编码游戏被广泛用于教授计算思维(CT)。研究广泛调查了编码游戏在正式课堂环境中支持计算思维学习的作用,但对其在非正式家庭环境中的使用探索有限。本研究调查了促使学生在家庭环境中使用一款名为《编码星系》的编码游戏的因素。它探讨了学生对该工具的认知与使用之间的联系。在香港的一所小学对104名参与者进行了为期11天的干预。通过问卷调查收集学生对游戏的看法,并从日志文件中提取他们使用该工具的信息。结果表明,[此处原文缺失具体内容]和[此处原文缺失具体内容]是游戏实际使用情况的预测因素,其中编码动机是主导因素。还进行了焦点小组访谈,以进一步探究学生玩游戏的动机。通过对活跃用户和不活跃用户的比较,定性研究结果支持了定量研究结果,表明内在动机更强的学生在使用游戏时往往更活跃。本文讨论了该研究对计算思维教育领域研究人员和从业者的启示。

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本文引用的文献

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Education and the COVID-19 pandemic.教育与新冠疫情
Prospects (Paris). 2020;49(1-2):91-96. doi: 10.1007/s11125-020-09464-3. Epub 2020 Apr 20.
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