Redefining computational thinking: Synergizing unplugged activities with block-based programming

IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Badruliman Batni, Syahrul Nizam Junaini
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引用次数: 0

Abstract

In the dynamic educational context of Malaysia, this study examines the impact of integrating Unplugged Activities (UA) with Block-Based Programming (BBP) on improving the computational thinking (CT) skills of secondary students in full boarding schools in Northern Peninsular Malaysia. Using a quasi-experimental design and mixed-methods analysis, the research evaluates the impact of these teaching methods on students’ CT skills and attitudes toward programming. This research compares the results between a group that uses only BBP and another that combines both UA and BBP. The results indicate that CT skills improved in both groups, while students in the UA + BBP group showed more significant gains in confidence and a more positive attitude toward programming. These results provide valuable insights into pedagogical strategies within digital education and highlight the benefits of an integrated approach that combines tactile learning experiences with digital technologies. By combining hands-on activities with technology-based instruction, this approach not only deepens students’ understanding of CT concepts but also positively changes their perception and engagement with programming.

重新定义计算思维:将不插电活动与基于积木的编程相结合
在马来西亚充满活力的教育背景下,本研究探讨了将 "不插电活动"(UA)与 "分块编程"(BBP)相结合对提高马来西亚北半岛全寄宿制学校中学生计算思维(CT)技能的影响。本研究采用准实验设计和混合方法分析,评估了这些教学方法对学生计算思维能力和编程态度的影响。本研究比较了只使用 BBP 的小组和同时使用 UA 和 BBP 的小组的结果。结果表明,两组学生的 CT 技能都有所提高,而 UA + BBP 组的学生在自信心和对编程的积极态度方面的提高更为显著。这些结果为数字教育中的教学策略提供了宝贵的见解,并强调了将触觉学习体验与数字技术相结合的综合方法的益处。通过将实践活动与基于技术的教学相结合,这种方法不仅加深了学生对 CT 概念的理解,还积极地改变了他们对编程的看法和参与度。
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来源期刊
Education and Information Technologies
Education and Information Technologies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
10.00
自引率
12.70%
发文量
610
期刊介绍: The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments. The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts.  The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.
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