The Effects of Worked-Out Example and Metacognitive Scaffolding on Problem-Solving Programming

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Yoonhee Shin, Jaewon Jung, Joerg Zumbach, Eunseon Yi
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引用次数: 1

Abstract

This study explores the effects of worked-out examples and metacognitive scaffolding on novice learners’ knowledge performance, cognitive loads, and self-regulation skills in problem-solving programming. 126 undergraduate students in a computer programming fundamentals course were randomly assigned to one of four groups: 1) task performance with a traditional WOE (TW), 2) task performance with a faded WOE (FW), 3) task performance with traditional WOE and metacognitive scaffolding (TWM), and 4) task performance with a faded WOE and metacognitive scaffolding (FWM). Over the course of 3 weeks, participants in these four groups were asked to solve programming problems using Python with WOE and metacognitive scaffolding. The results demonstrate that the provision of metacognitive scaffolding with faded WOE (FWM) is the most effective for problem-solving programming and self-regulation skills. In addition, an interaction effect exists between the two treatments for the germane load in FWM. Therefore, results in this study provide empirical insights into ways to effectively apply WOE and metacognitive scaffolding to problem-solving processes for programming-based complex problem-solving, especially for novice learners.
算例和元认知支架对问题解决程序设计的影响
本研究探讨了在解决问题的编程中,例题和元认知支架对新手学习者的知识表现、认知负荷和自我调节技能的影响。126名计算机编程基础课程的本科生被随机分配到四组中的一组:1)传统WOE(TW)的任务表现,2)褪色WOE(FW)的工作表现,3)使用传统WOE和元认知支架(TWM)的工作成绩,以及4)褪色WOE和元认知框架(FWM)的工作表现。在3周的时间里,这四组的参与者被要求使用Python和WOE和元认知支架来解决编程问题。结果表明,提供具有褪色WOE(FWM)的元认知支架对解决问题的编程和自我调节技能最有效。此外,对于FWM中的锗烷负荷,两种处理之间存在相互作用效应。因此,本研究的结果为如何有效地将WOE和元认知支架应用于基于编程的复杂问题解决过程提供了经验见解,尤其是对于新手学习者。
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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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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