Effects of A Scratch-based Experiential Learning Approach on Students’ Math Learning Achievements and Interest

Wei Mo, Yi Zhang, Yunhua Fu, Jia-Fei Lin, Hanrui Gao, Yuru Lin
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Abstract

Several previous studies have proved the effectiveness of experiential learning in promoting students’ learning performances. However, some challenges of experiential learning have been stated, such as lack of effective learning support, especially in the classroom environment. This study has been to exploit Scratch programs as an alternative, meaningful, and generalizable way to construct experiential learning scenarios for classroom teaching. In this study, a Scratch-based experiential learning approach was developed to improve students’ learning achievements as well as their learning interest. Moreover, a one group pre-test and post-test experiment was conducted on a Math course in an elementary school. The experimental results display that: (1) The implemented approach can significantly enhance students’ learning achievements; (2) The proposed approach steadily developed students’ learning interest in Math and significantly enhanced students’ learning interest in programming. Moreover, it stimulated high situational interest of students. (3) This approach had more facilitation on the establishment of domain knowledge meaning sense for students with good foundation. (4) There is no significant difference in the impact of this approach on students of different genders.
基于抓挠的体验式学习方法对学生数学学习成绩和兴趣的影响
先前的一些研究已经证明了体验式学习在促进学生学习成绩方面的有效性。然而,体验式学习也面临着一些挑战,比如缺乏有效的学习支持,尤其是在课堂环境中。本研究旨在利用Scratch程序作为一种替代的、有意义的、可推广的方式来构建课堂教学的体验式学习场景。本研究提出了一种基于scratch的体验式学习方法,以提高学生的学习成绩和学习兴趣。并对某小学的一门数学课程进行了一组前测和后测实验。实验结果表明:(1)实施方法能显著提高学生的学习成绩;(2)该方法稳定地培养了学生对数学的学习兴趣,显著提高了学生对编程的学习兴趣。此外,它激发了学生的高度情境兴趣。(3)对于基础较好的学生,该方法更有利于建立领域知识意义感。(4)该方法对不同性别学生的影响无显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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