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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Lin, Chiu Pin | en |
dc.contributor.author | Yang, Su Jian | en |
dc.contributor.author | Lin, Kuen-Yueh | en |
dc.contributor.author | Looi, Chee-Kit | en |
dc.contributor.author | Chen, Yen-Hua | en |
dc.date.accessioned | 2021-10-20T06:32:49Z | - |
dc.date.available | 2021-10-20T06:32:49Z | - |
dc.date.issued | 2021 | - |
dc.identifier.citation | Lin, C.-P., Yang, S.-J., Lin, K.-Y., Looi, C.-K., & Chen, Y.-H. (2021). Explorations of two approaches to learning CT in a game environment for elementary school students. Journal of Computers in Education. Advance online publication. https://doi.org/10.1007/s40692-021-00203-x | en |
dc.identifier.issn | 2197-9987 (print) | - |
dc.identifier.issn | 2197-9995 (online) | - |
dc.identifier.uri | http://hdl.handle.net/10497/23437 | - |
dc.description.abstract | Collaboration can be a significant determinant in the teaching and development of computational thinking (CT) skills in school students. This paper presented a case study on how students learned CT skills through a coding game via two approaches: one using collaborative learning (through cognitive apprenticeship) and the other through individual learning. The quasi-experimental design was used in two classes (24 students in each class) and was divided into using one of the two approaches. Relevant data were collected through pre- and post-tests based on the E-game CT test. The research results indicated: (1) Both collaborative learning (through cognitive apprenticeship) and individual learning effectively enhanced the learning effects of students' development for CT skills in an E-game coding education platform; (2) In collaborative learning (through cognitive apprenticeship), students in lower-scoring groups could enhance their CT skills more effectively than those in higher-scoring groups; (3) For those students who fell in the two lower-scoring groups, those in collaborative learning (through cognitive apprenticeship) had higher significant learning effects than those in individual learning; (4) Students with lower scores who programmed with a higher-scoring partner learned more than when they programmed alone. Overall, this study showed that the use of an E-game learning platform enabled the learning process of CT to become more interesting and challenging for students. | en |
dc.language.iso | en | en |
dc.relation.ispartof | Journal of Computers in Education | en |
dc.subject | Coding education | en |
dc.subject | Cognitive apprenticeship | en |
dc.subject | Collaborative learning | en |
dc.subject | Computational thinking | en |
dc.title | Explorations of two approaches to learning CT in a game environment for elementary school students | en |
dc.type | Article | en |
dc.description.version | Accepted version | en |
dc.identifier.doi | 10.1007/s40692-021-00203-x | - |
local.message.claim | 2021-12-28T09:05:32.057+0800|||rp00107|||submit_approve|||dc_contributor_author|||None | * |
item.grantfulltext | Open | - |
item.openairetype | Article | - |
item.fulltext | With file | - |
item.cerifentitytype | Publications | - |
item.languageiso639-1 | en | - |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
Appears in Collections: | Journal Articles |
Files in This Item:
File | Description | Size | Format | |
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JCE-2021-00203x.pdf | 920.11 kB | Adobe PDF | View/Open |
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