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研究生: 黃惠嫦
Kimberly Valent
論文名稱: 六年級學生使用Scratch部分完成或問題解決專案對其迴圈的迷思概念及學習情緒之影響
The Effects of Scratch Part-Complete and Problem-Solving Starter Projects on Grade 6 Students’ Misconceptions, Enjoyment, and Boredom in Learning Loops Concept
指導教授: 陳素芬
Sufen Chen
口試委員: 曾厚強
Hou-Chiang Tseng
林志鴻
Jr-Hung Lin
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2023
畢業學年度: 111
語文別: 英文
論文頁數: 62
中文關鍵詞: 迷思概念學習情緒程式設計迴圈概念鷹架
外文關鍵詞: achievement emotions, loops, misconceptions, programming, scaffolding
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在本研究中,我們於Scratch開發了部分完成和解決問題此兩種類型的起始專案,並用以作為鷹架,主要目的是為了幫助學生避免在基礎程式設計課題中產生迷思概念,並探究兩者之中,哪一種專案類型能更好地達到這個目標,同時增加學生的正向學習情緒並減少負面學習情緒。學生的運算思維實踐情形也是本研究的關注重點之一。兩種起始專案皆採用預先設計好且相同的角色和背景,但以不同方式引導學生找出問題的正解。以部分完成專案學習的學生,需要透過修復和重組,找出缺失的概念相關模塊;而透過解決問題專案學習的學生,則必須從頭開始創建Scratch區塊來構建自己的問題解決方案。共計96名印尼六年級小學生參加這項為期6週,有關程式設計中迴圈概念的準實驗研究。出乎意料的是,研究結果顯示在通過兩種不同類型起始專案學習的學生中,皆發現到迷思概念的出現,不過與以解決問題起始專案學習的學生相比,接受部分完成起始專案的學生產生迷思概念更為多樣化。兩組學生的學習情緒並沒有顯著差異。此外,我們還發現學生的先備知識對專案創建過程中運算思維實踐情形有所影響。根據本研究的發現,我們還討論了一些相關實務建議。


The current study developed and used two types of scaffolds for students to avoid misconceptions in basic programming: the part-complete and problem-solving starter projects. The aim of the study was to explore which intervention was better to avoid misconceptions in basic programming, increase students’ enjoyment and decrease boredom. Students’ computational thinking practices were explored as well. Starter projects were pre-designed with characters and backdrops with different approaches to find a correct solution. The part-complete starter project required students to fix and restructure the blocks as it missed some concept-related blocks, while for the problem-solving starter project, students had to construct their own problem-solving schema by creating and customizing the blocks from scratch. A total of 96 Indonesian grade 6 elementary students participated in the 6-week quasi-experimental study about the loops concept in programming. Contrary to expectations, the results did not favor the part-complete starter project. Misconceptions were found in both groups. Moreover, the misconceptions found among students who received the part-complete starter projects were more varied in comparison with the students who received the problem-solving starter projects. In both groups, students’ enjoyment was high and the boredom was low, and no significant difference was found. Students with higher problem-solving abilities tended to plan before project creation and refer to external sources. In contrast, some students with lower problem-solving abilities did not plan before project creation and did more trial-and-error. Practical recommendations are made.

ABSTRACT 摘要 ACKNOWLEDGEMENT LIST OF FIGURES CHAPTER 1: INTRODUCTION 1.1. Research Background 1.2. Research Purpose CHAPTER 2: LITERATURE REVIEW 2.1. Programming for K-12 Students 2.2. Misconceptions in Programming Concepts 2.3. Part-Complete and Problem-Solving Starter Projects 2.4. Achievement Emotions 2.4.1. Enjoyment 2.4.2. Boredom CHAPTER 3: METHODOLOGY 3.1. Research Questions 3.2. Participants 3.3. Research Design and Procedure 3.4. Research Instruments 3.4.1. Problem-solving Test 3.4.2. Loops in Scratch Test 3.4.3. Worksheet with Achievement Emotions Questionnaire 3.4.4. Artifact-based Interview 3.5. Data Analysis CHAPTER 4: RESEARCH FINDINGS 4.1. Comparison of PCSP and PSSP Influence Towards Students’ Misconceptions 4.1.1. Question 1 4.1.2. Question 2 4.1.3. Question 3 4.1.4. Question 4 4.1.5. Question 5a 4.1.6. Question 5b 4.1.7. Question 5c 4.1.8. Question 5d 4.1.9. Question 5e 4.1.10. Question 5f 4.2. Comparison of PCSP and PSSP Influence Towards High and Low Achievers Enjoyment and Boredom 4.2.1. Enjoyment 4.2.2. Boredom 4.3. Comparison of the Computational Thinking Practices Used to Create Projects by High and Low Achievers in PCSP and PSSP CHAPTER 5: DISCUSSION AND CONCLUSION 5.1. Discussion 5.2. Conclusion 5.3. Implications 5.4. Limitation of the Study REFERENCES Appendix A: Answer Key with Misconceptions Represented in Each Choice for Loops in Scratch Test Appendix B: Weeks 2-5 Worksheet with Achievement Emotions Questionnaire Appendix C: Artifact-based Coding Scheme

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