Wei Mo, Yi Zhang, Yunhua Fu, Jia-Fei Lin, Hanrui Gao, Yuru Lin
{"title":"Effects of A Scratch-based Experiential Learning Approach on Students’ Math Learning Achievements and Interest","authors":"Wei Mo, Yi Zhang, Yunhua Fu, Jia-Fei Lin, Hanrui Gao, Yuru Lin","doi":"10.1109/ISET52350.2021.00062","DOIUrl":null,"url":null,"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.","PeriodicalId":448075,"journal":{"name":"2021 International Symposium on Educational Technology (ISET)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Symposium on Educational Technology (ISET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISET52350.2021.00062","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.