A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education

A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
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基于数字游戏的校外小学编程教育整体学习方法

DOI:
10.15388/infedu.2021.12
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发表时间:
2021
期刊:
Informatics Educ.
影响因子:
--
通讯作者:
Z. Rowinska
Z. Rowinska
中科院分区:
--
文献类型:
--
作者:
T. Panskyi;Z. Rowinska

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本文提出了一种创新的教育方法来组织幼儿中期的校外编程教学。拟议的DGBL模型包括三个不同的教育阶段,即学习视觉编程,编程和机器人,编程和电子学。这项研究是在2017-2019学年进行的。本研究样本包括来自波兰Lodzkie省的329名小学四年级至十年级的学生。研究结果来自课程参与者完成的匿名问卷。答案证实,提出的方法可以帮助孩子们学习计算思维和编程的主要概念。所描述的方法强化了孩子们的基本观念,即编程、工程、数学和技术在现代世界中是交织在一起的。此外,这种方法结合和平衡了实际、方法和教学问题,并适当地与校外编程教育结合起来,以促进教学过程。
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of 2017–2019. The study sample consists of 329 primary school students from K4 to K10 from the Lodzkie Voivodeship in Poland. The results were obtained from anonymous questionnaires completed by course participants. The answers confirm that the proposed approach helps children to learn the main concepts of computational thinking and programming. The described approach reinforces the essential idea in children that programming, engineering, mathematics and technology are intertwined in the modern world. Moreover, the approach combines and balances practical, methodological and pedagogical issues and is suitably integrated with out-of-school programming education to facilitate the teaching and learning process.
人形机器人:参考
DOI: 10.1007/978-94-007-6046-2_131
发表时间: 2019
期刊: --
影响因子: --
作者:
Araiza-Illan D
通讯作者: Araiza-Illan D