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題名 具虛擬互動之線上討論環境輔以拼圖法合作學習對於國小學生程式設計學習成效之影響研究
Effects of Jigsaw Collaborative Method with the Support of an Online Virtual-interaction Discussion Environment on Primary School Student’s Programming Learning Performance
作者 黃銘彥
Huang, Ming-Yan
貢獻者 陳志銘
Chen, Chih-Ming
黃銘彥
Huang, Ming-Yan
關鍵詞 運算思維
程式設計學習
虛擬教室
合作拼圖法
傳統教師講述法
COVID-19疫情
線上學習
學習成效
學習態度
Computational thinking
Programming learning
Virtual classroom
Jigsaw collaborative method
Traditional teacher lecture
COVID-19 epidemic
Online learning
Learning performance
Learning attitudes
日期 2022
上傳時間 1-Aug-2022 19:05:33 (UTC+8)
摘要 運算思維(Computational Thinking, CT)被視為是一種可以廣泛應用於日常生活情境輔以培養批判性思考,以及解決複雜問題的能力。因此,許多學者將其視為國家教育發展的重要領域,並透過Scratch等積木式的程式設計課程來教授國小學童運算思維。而當前國小的程式設計課程中,課程設計多採傳統教師講述法,導致部分學生會產生過度依賴教師協助的現象,不僅無法達成促進運算思維能力的教學目標,也造成教師教學的負擔與降低教師的教學成就感。此外,自2020年COVID-19疫情爆發以來,線上學習成為學生在疫情期間接受教育的最重要管道,使得如何善用各式可用以輔助線上學習的平台成為重要的課題。因此,本研究使用「Gather Town虛擬教室輔以拼圖法」輔助國小學童進行Scratch程式設計學習,期望能改善傳統教師講述法之缺點,並且克服疫情造成的學習限制,進而促進學習者的Scratch程式設計學習成效、運算思維,以及學習態度。
本研究採用準實驗研究法,以新北市某公立國小五年級兩個班級共48名學生為研究對象,將兩個班級隨機分派為實驗組與控制組,進行Scratch程式設計學習。其中一班24名學生被分派為使用「Gather Town虛擬教室輔以拼圖法」的實驗組;另一班24名學生被分派為使用傳統教師講述法的控制組,以探討使用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習,在學習成效、運算思維,以及學習態度上是否顯著優於傳統教師講述法。此外,也透過半結構深度訪談探討兩組學習者的學習經驗與感受。
研究結果發現,採用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習的實驗組學習者,在學習成效與學習態度上均顯著優於採用傳統教師講述法。在運算思維上,則兩組學習者沒有達到統計上的顯著差異,但採用這兩種學習模式進行Scratch程式設計學習,皆能有效促進運算思維能力的提升。此外,訪談資料分析結果顯示,使用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習,能克服COVID-19疫情的限制,達成良好的合作學習成效,並且能有效提升學習者的學習興趣。
最後基於研究結果,本研究提出應用「Gather Town虛擬教室輔以拼圖法」於教學場域的教學建議,以及未來可以進一步探討的研究方向。整體而言,本研究結合Gather Town虛擬教室與拼圖法合作學習,提供一個Scratch程式設計學習之創新有效學習模式,對於促進Scratch程式設計學習具有貢獻。
Computational thinking (CT) has been considered as an important learning literacy that can be used in learning activity in a wide range of daily life contexts to develop critical thinking and complex problem-solving skills. Therefore, many scholars emphasize its importance to the development of education, and teach primary school students’ computational thinking through block-based coding languages such as Scratch. In the current primary school coding courses, the curriculum was frequently designed by using the traditional teacher lecture in a face-to-face way at a physical classroom, leading to some students relying too much on teacher’s assistance, which not only fails to achieve the teaching goal of promoting computational thinking skills, but also creates a burden on the teacher’s teaching and reduces the teacher’s sense of accomplishment. In addition, since the pandemic of COVID-19 happen since 2020, online learning has become the most important way for students to receive education during the period of epidemic spreading, how to make the best consideration use of the various learning platforms available for online learning is an important issue. Therefore, this study presents a Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning for primary school’s students, hoping to improve the shortcomings of the traditional teacher lecture and overcome the learning limitations caused by the epidemic, so as to promote the learning performance, computational thinking, and learning attitudes of the learners toward Scratch programming learning.
With a quasi-experimental research method, a total of 48 G5 students who were recruited from two classes of a public primary school in New Taipei City were selected as the research participants and randomly assigned to the experimental group and control group with different learning methods to learn Scratch coding skills. Among them, 24 students from one class were randomly assigned to the experimental group using the proposed Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning, while the remaining class with 24 students was assigned to the control group using the traditional teacher lecture to assist Scratch coding learning. This study examined whether the use of the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning is significantly better than the traditional teacher lecture in terms of learning performance, computational thinking, and learning attitudes.
Analytical results show that the learners in the experimental group using the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning had significantly better learning performance and learning attitudes than the control group using the traditional teacher lecture. However, there is no statistically significant difference in computational thinking, but the use of these two learning modes for Scratch coding learning are effective in promoting computational thinking skills. In addition, the analysis of the interview data shows that the use of the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning could overcome the limitations of the COVID-19 epidemic, achieve good collaborative learning performance, and is effective in promoting learners’ learning interests.
Based on the research results of this study, this research proposes several teaching suggestions for applying Jigsaw collaborative method with the support of Gather Town virtual classroom in the coding teaching field, and draws several valuable research directions for further investigation. In conclusion, this study successfully combines the Gather Town virtual classroom and Jigsaw collaborative method to propose an innovative and effective learning model for Scratch coding learning, which can contribute to the promotion of coding learning.
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描述 碩士
國立政治大學
圖書資訊學數位碩士在職專班
109913009
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109913009
資料類型 thesis
dc.contributor.advisor 陳志銘zh_TW
dc.contributor.advisor Chen, Chih-Mingen_US
dc.contributor.author (Authors) 黃銘彥zh_TW
dc.contributor.author (Authors) Huang, Ming-Yanen_US
dc.creator (作者) 黃銘彥zh_TW
dc.creator (作者) Huang, Ming-Yanen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Aug-2022 19:05:33 (UTC+8)-
dc.date.available 1-Aug-2022 19:05:33 (UTC+8)-
dc.date.issued (上傳時間) 1-Aug-2022 19:05:33 (UTC+8)-
dc.identifier (Other Identifiers) G0109913009en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/141416-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 圖書資訊學數位碩士在職專班zh_TW
dc.description (描述) 109913009zh_TW
dc.description.abstract (摘要) 運算思維(Computational Thinking, CT)被視為是一種可以廣泛應用於日常生活情境輔以培養批判性思考,以及解決複雜問題的能力。因此,許多學者將其視為國家教育發展的重要領域,並透過Scratch等積木式的程式設計課程來教授國小學童運算思維。而當前國小的程式設計課程中,課程設計多採傳統教師講述法,導致部分學生會產生過度依賴教師協助的現象,不僅無法達成促進運算思維能力的教學目標,也造成教師教學的負擔與降低教師的教學成就感。此外,自2020年COVID-19疫情爆發以來,線上學習成為學生在疫情期間接受教育的最重要管道,使得如何善用各式可用以輔助線上學習的平台成為重要的課題。因此,本研究使用「Gather Town虛擬教室輔以拼圖法」輔助國小學童進行Scratch程式設計學習,期望能改善傳統教師講述法之缺點,並且克服疫情造成的學習限制,進而促進學習者的Scratch程式設計學習成效、運算思維,以及學習態度。
本研究採用準實驗研究法,以新北市某公立國小五年級兩個班級共48名學生為研究對象,將兩個班級隨機分派為實驗組與控制組,進行Scratch程式設計學習。其中一班24名學生被分派為使用「Gather Town虛擬教室輔以拼圖法」的實驗組;另一班24名學生被分派為使用傳統教師講述法的控制組,以探討使用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習,在學習成效、運算思維,以及學習態度上是否顯著優於傳統教師講述法。此外,也透過半結構深度訪談探討兩組學習者的學習經驗與感受。
研究結果發現,採用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習的實驗組學習者,在學習成效與學習態度上均顯著優於採用傳統教師講述法。在運算思維上,則兩組學習者沒有達到統計上的顯著差異,但採用這兩種學習模式進行Scratch程式設計學習,皆能有效促進運算思維能力的提升。此外,訪談資料分析結果顯示,使用「Gather Town虛擬教室輔以拼圖法」進行Scratch程式設計學習,能克服COVID-19疫情的限制,達成良好的合作學習成效,並且能有效提升學習者的學習興趣。
最後基於研究結果,本研究提出應用「Gather Town虛擬教室輔以拼圖法」於教學場域的教學建議,以及未來可以進一步探討的研究方向。整體而言,本研究結合Gather Town虛擬教室與拼圖法合作學習,提供一個Scratch程式設計學習之創新有效學習模式,對於促進Scratch程式設計學習具有貢獻。
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dc.description.abstract (摘要) Computational thinking (CT) has been considered as an important learning literacy that can be used in learning activity in a wide range of daily life contexts to develop critical thinking and complex problem-solving skills. Therefore, many scholars emphasize its importance to the development of education, and teach primary school students’ computational thinking through block-based coding languages such as Scratch. In the current primary school coding courses, the curriculum was frequently designed by using the traditional teacher lecture in a face-to-face way at a physical classroom, leading to some students relying too much on teacher’s assistance, which not only fails to achieve the teaching goal of promoting computational thinking skills, but also creates a burden on the teacher’s teaching and reduces the teacher’s sense of accomplishment. In addition, since the pandemic of COVID-19 happen since 2020, online learning has become the most important way for students to receive education during the period of epidemic spreading, how to make the best consideration use of the various learning platforms available for online learning is an important issue. Therefore, this study presents a Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning for primary school’s students, hoping to improve the shortcomings of the traditional teacher lecture and overcome the learning limitations caused by the epidemic, so as to promote the learning performance, computational thinking, and learning attitudes of the learners toward Scratch programming learning.
With a quasi-experimental research method, a total of 48 G5 students who were recruited from two classes of a public primary school in New Taipei City were selected as the research participants and randomly assigned to the experimental group and control group with different learning methods to learn Scratch coding skills. Among them, 24 students from one class were randomly assigned to the experimental group using the proposed Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning, while the remaining class with 24 students was assigned to the control group using the traditional teacher lecture to assist Scratch coding learning. This study examined whether the use of the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning is significantly better than the traditional teacher lecture in terms of learning performance, computational thinking, and learning attitudes.
Analytical results show that the learners in the experimental group using the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning had significantly better learning performance and learning attitudes than the control group using the traditional teacher lecture. However, there is no statistically significant difference in computational thinking, but the use of these two learning modes for Scratch coding learning are effective in promoting computational thinking skills. In addition, the analysis of the interview data shows that the use of the Jigsaw collaborative method with the support of Gather Town virtual classroom to assist Scratch coding learning could overcome the limitations of the COVID-19 epidemic, achieve good collaborative learning performance, and is effective in promoting learners’ learning interests.
Based on the research results of this study, this research proposes several teaching suggestions for applying Jigsaw collaborative method with the support of Gather Town virtual classroom in the coding teaching field, and draws several valuable research directions for further investigation. In conclusion, this study successfully combines the Gather Town virtual classroom and Jigsaw collaborative method to propose an innovative and effective learning model for Scratch coding learning, which can contribute to the promotion of coding learning.
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dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 4
第三節 研究問題 5
第四節 研究範圍與限制 6
第五節 重要名詞解釋 6
第二章 文獻探討 9
第一節 程式設計學習 9
第二節 運算思維 13
第三節 合作學習 17
第三章 研究設計與實施 22
第一節 研究架構 22
第二節 研究方法 24
第三節 研究對象 26
第四節 實驗設計與流程 26
第五節 研究工具 32
第六節 資料處理與分析 39
第七節 研究實施步驟 41
第四章 實驗結果分析 43
第一節 兩組學習者Scratch程式設計學習成效差異分析 44
第二節 兩組學習者運算思維之差異分析 46
第三節 兩組學習者學習態度之差異分析 50
第四節 訪談質性資料分析 53
第五節 綜合討論 60
第五章 結論與建議 63
第一節 結論 63
第二節 教學建議 66
第三節 未來研究方向 68
參考文獻 70
附錄一 Scratch學習成效測驗第一次預試題目 78
附錄二 Scratch學習成效測驗 83
附錄三 Scratch學習成效測驗第一次預試 84
附錄四 Scratch學習成效測驗第二次預試題目 85
附錄五 Scratch學習成效測驗 90
附錄六 Scratch學習成效測驗第二次預試 91
附錄七 運算思維測驗 92
附錄八 Scratch學習態度問卷 108
附錄九 訪談大綱 110
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dc.format.extent 6588743 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109913009en_US
dc.subject (關鍵詞) 運算思維zh_TW
dc.subject (關鍵詞) 程式設計學習zh_TW
dc.subject (關鍵詞) 虛擬教室zh_TW
dc.subject (關鍵詞) 合作拼圖法zh_TW
dc.subject (關鍵詞) 傳統教師講述法zh_TW
dc.subject (關鍵詞) COVID-19疫情zh_TW
dc.subject (關鍵詞) 線上學習zh_TW
dc.subject (關鍵詞) 學習成效zh_TW
dc.subject (關鍵詞) 學習態度zh_TW
dc.subject (關鍵詞) Computational thinkingen_US
dc.subject (關鍵詞) Programming learningen_US
dc.subject (關鍵詞) Virtual classroomen_US
dc.subject (關鍵詞) Jigsaw collaborative methoden_US
dc.subject (關鍵詞) Traditional teacher lectureen_US
dc.subject (關鍵詞) COVID-19 epidemicen_US
dc.subject (關鍵詞) Online learningen_US
dc.subject (關鍵詞) Learning performanceen_US
dc.subject (關鍵詞) Learning attitudesen_US
dc.title (題名) 具虛擬互動之線上討論環境輔以拼圖法合作學習對於國小學生程式設計學習成效之影響研究zh_TW
dc.title (題名) Effects of Jigsaw Collaborative Method with the Support of an Online Virtual-interaction Discussion Environment on Primary School Student’s Programming Learning Performanceen_US
dc.type (資料類型) thesisen_US
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dc.identifier.doi (DOI) 10.6814/NCCU202200997en_US