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研究生: 孫婉婷
Wan-Ting Sun
論文名稱: 以眼球追蹤方法探討程式初學者在圖像型和文字型程式介面之視覺行為和閱讀理解表現
Computer Programming Novice Learners’ Visual Behavior and Reading Comprehension in Text and Graphic Programming Interfaces: An Eye-tracking Analysis
指導教授: 蔡孟蓉
Meng-Jung Tsai
口試委員: 蔡今中
Chin-Chung Tsai
邱國力
Guo-Li Chiou
許衷源
Chung-Yuan Hsu
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: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 111
中文關鍵詞: 圖文介面初學者程式閱讀行為程式設計自我效能眼動分析
外文關鍵詞: text-graphic interface, novice learner, program reading comprehension, computer programming self-efficacy, eye-tracking
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本研究探討程式設計初學者在圖像型與文字型程式介面中的閱讀理解成效、認知負荷、程式設計自我效能以及視覺注意力分布的差異;採用程式設計自我效能量表以及眼球追蹤儀蒐集受試者的生理資訊,再用Real Gaze軟體和WEDA系統輸出資料。觀察70位程式學習經驗一年以下的大專院校學生在閱讀Scratch(圖像組)與Python(文字組)程式的眼動數據,並搭配任務結果及訪談資料分析。結果顯示,圖像組學生的閱讀理解成效較佳、演算法面向自我效能高且並能引導視覺注意力到迴圈訊息內,但從訪談中得知部分學生對於圖像型程式的色塊意義產生混淆;而文字組的學生認知負荷較高且視覺注意力較常放在單一字元和興趣區域外。另外,依實驗結果將閱讀理解表現分為熟練型、仔細型、迷思型及混淆型,發現熟練型和仔細型學生能掌握任務重點,將注意力集中於迴圈的運算並將不同資訊內容進行連結,而迷思型和混淆型學生花較多注意力在記憶處理處理與無關資訊,且對於程式概念不確定,是教學中需要幫助的一群。最後本研究特別發現,在程式設計自我效能前、後測比較中,圖像型程式雖然在演算法面向自信提升,但在邏輯面向的自信下降;而文字組則是除錯面向提升,表示兩種程式對初學者的程式設計自我效能有不同面向的影響,前述結果希望能提供程式教育些許幫助,並且未來能進一步的研究。


This study explored the differences in performance, cognitive load, computer programming self-efficacy, and visual attention distribution of novice computer programming learners in reading graphic and text programs. A pretest-posttest experimental design was conducted using Tobii 4C eye-trackers, Real Gaze, WEDA and CPSES as research tools. The participants of this study were 70 college students with programming learning experience less than one year. The participants were randomly divided into two groups: One group read Scratch (graphic group) and the other read Python (text group). The results show that the graphic group students have better reading comprehension and higher algorithm self-efficacy than the text group. The graphical programs may guide attention to the critical part of a loop. However, from the interview, this study found that some students are confused on the color of block. On the other hand, the text group has higher cognitive load and visual attention is often out of AOI. According to performance and responding time, students can be clustered into four groups: proficient, careful, missconception, and confused groups. Results show proficient and careful students can easily focus on the critical part of a loop and link different parts of a program. However, missconception and confused groups could easily spend more attention on values of variables and irrelevant information. They seemed to be uncertain about the programming concepts and really need help. Finally, this study found that students’ computer programming self-efficacy was differently impacted by the text and the graphic program interfaces.

目錄 第壹章 緒論 1 第一節 研究背景 1 第二節 研究動機與目的 2 第三節 研究問題 3 第四節 名詞解釋 3 第五節 研究限制 4 第貳章 文獻探討 5 第一節 程式教育相關研究 5 第二節 眼動應用於閱讀理解研究 10 第三節 圖文介面程式閱讀理解相關研究 15 第參章 研究方法 23 第一節 研究架構 23 第二節 研究對象 24 第三節 研究工具 24 第四節 實驗素材 26 第五節 實驗流程 27 第六節 資料處理 29 第七節 資料分析 32 第肆章 研究結果 35 第一節 閱讀理解表現分析 35 第二節 認知負荷分析 37 第三節 程式設計自我效能分析 39 第四節 圖像型與文字型程式介面之注意力分布及轉移 41 第五節 不同閱讀理節表現的學生其視覺注意力分布及轉移 54 第六節 使用不同程式介面與理解表現類型之交叉分析 73 第伍章 討論與建議 74 第一節 討論 74 第二節 建議 78 第陸章 結論 79 參考文獻 81 附錄一 認知負荷自我評估頁面 90 附錄二 程式設計自我效能問卷 91 附錄三 實驗說明指導頁面 92 附錄四 圖像組–Scratch題目頁面 93 附錄五 文字組–Python題目頁面 96 附錄六 訪談記錄綱要 99

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