Impact of Teaching a Neuro-Computerized Course Through VLE to Develop Computational Thinking Among Mathematics Pre-service Teachers

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Y. Abouelenein, Mohamed Ali Nagy Elmaadaway
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引用次数: 1

Abstract

The current study aims to determine the effect of teaching a mechanic neuro-computerized course through virtual learning environments (VLE) to develop computational thinking among mathematics pre-service teachers. The neuro-computerized virtual learning environments (NCVLE) model was designed to be used to teach the mechanics course to third-year students of the mathematics department. To achieve the targeted learning outcomes, the study recruited (102) third-year students of the Faculty of Education and classified them into a control group of (50) students and an experimental group of (52) students. The experiment lasted for 14 weeks during one semester of the 2021-2022 academic year. The results agreed with most of what has been found from relevant literature and studies. Also, the results indicated that the NCVLE model played a vital role in the purposeful teaching, learning, and assessment processes and enhanced the learning of computational thinking.
通过VLE教授神经计算机课程对数学职前教师发展计算思维的影响
本研究旨在确定通过虚拟学习环境(VLE)教授机械神经计算机课程以培养数学职前教师的计算思维的效果。设计了神经计算机虚拟学习环境(NCVLE)模型,用于数学系三年级学生的力学课程教学。为了实现有针对性的学习成果,该研究招募了(102)名教育学院三年级学生,并将他们分为(50)名学生的对照组和(52)名学生。该实验在2021-2022学年的一个学期持续了14周。这一结果与相关文献和研究中的大部分发现一致。此外,研究结果表明,NCVLE模型在有目的的教学、学习和评估过程中发挥了至关重要的作用,并增强了计算思维的学习。
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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