{"title":"Codıng Educatıon Desıgned与Dıfferent Vısual计划对中学生Academıc成功及Attıtudes与Self-Effıcıencıes的影响","authors":"Teslime Deni̇z, A. T. Korucu","doi":"10.51535/tell.1279547","DOIUrl":null,"url":null,"abstract":"This research was conducted with the aim of measuring students' attitudes towards computer and software course while giving coding education to students, determining students' self-efficacy perceptions towards computer and software course, measuring students' attitudes towards coding education, measuring students' academic success and observing the differences in educational outcomes resulting from these measurements. Has been carried out. Quantitative research methods were used in this study, which examines the effects of coding education designed with different visual programs on the academic achievement, attitudes and self-efficacy of secondary school students. In this study, the quantitative research method was adopted as the research model and the \"Pretest - Posttest Quasi-experimental Design Model with Control Group\" was used. The population of the research consists of 6th grade students, 17 girls and 28 boys, studying at Konya Gödene TOKİ Secondary School in the 2020-2021 academic year. The applications were made for 10 weeks in accordance with the lesson plan period in the curriculum. In the study, an academic achievement test for the course was developed, the Attitude Scale towards Computer-Aided Education, the Self-Efficacy Perception Scale of Computer-Aided Education, the Attitude Scale towards Computer-Aided Coding Learning 3 different scales were used to determine. The data obtained as a result of the training, which lasted for 10 weeks in total, were analyzed in the IBM SPSS Statistics 22 program. The Cronbach Alpha reliability coefficients of the scales used were calculated as .870, for the Self-Efficacy Perception Scale for Computer Assisted Education, .81 for the Attitude Scale for Computer Assisted Education, and .92 for the Attitude Scale for Educational Computer Games Assisted Coding Learning. The difficulty indexes of the academic achievement scales used were calculated as .758 in the Scratch Academic Achievement Test and .726 in the Tospaa Academic Achievement Test. The scale developed according to the data obtained was found to be valid and reliable. According to the findings obtained at the end of the research, it was seen that the application of the Scratch program in coding education made a significant difference on the programming skills of the students and contributed to the coding education. The eta squared value was examined to determine the effect size of the computer coding environment on the total of Academic Achievement, Self-efficacy Perception Scale for Computer Aided Education, Attitude Scale towards Computer Assisted Education and Attitude Scale towards Educational Computer Games Supported Learning. It can be said that academic achievement has a \"large\" effect size on self-efficacy perceptions in computer-assisted education, attitudes towards computer-assisted education and educational computer-assisted coding education.","PeriodicalId":127236,"journal":{"name":"Journal of Teacher Education and Lifelong Learning","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Effect of Codıng Educatıon Desıgned with Dıfferent Vısual Programs on Academıc Success and Attıtudes and Self-Effıcıencıes of Secondary School Students\",\"authors\":\"Teslime Deni̇z, A. T. Korucu\",\"doi\":\"10.51535/tell.1279547\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research was conducted with the aim of measuring students' attitudes towards computer and software course while giving coding education to students, determining students' self-efficacy perceptions towards computer and software course, measuring students' attitudes towards coding education, measuring students' academic success and observing the differences in educational outcomes resulting from these measurements. Has been carried out. Quantitative research methods were used in this study, which examines the effects of coding education designed with different visual programs on the academic achievement, attitudes and self-efficacy of secondary school students. In this study, the quantitative research method was adopted as the research model and the \\\"Pretest - Posttest Quasi-experimental Design Model with Control Group\\\" was used. The population of the research consists of 6th grade students, 17 girls and 28 boys, studying at Konya Gödene TOKİ Secondary School in the 2020-2021 academic year. The applications were made for 10 weeks in accordance with the lesson plan period in the curriculum. In the study, an academic achievement test for the course was developed, the Attitude Scale towards Computer-Aided Education, the Self-Efficacy Perception Scale of Computer-Aided Education, the Attitude Scale towards Computer-Aided Coding Learning 3 different scales were used to determine. The data obtained as a result of the training, which lasted for 10 weeks in total, were analyzed in the IBM SPSS Statistics 22 program. The Cronbach Alpha reliability coefficients of the scales used were calculated as .870, for the Self-Efficacy Perception Scale for Computer Assisted Education, .81 for the Attitude Scale for Computer Assisted Education, and .92 for the Attitude Scale for Educational Computer Games Assisted Coding Learning. The difficulty indexes of the academic achievement scales used were calculated as .758 in the Scratch Academic Achievement Test and .726 in the Tospaa Academic Achievement Test. The scale developed according to the data obtained was found to be valid and reliable. According to the findings obtained at the end of the research, it was seen that the application of the Scratch program in coding education made a significant difference on the programming skills of the students and contributed to the coding education. The eta squared value was examined to determine the effect size of the computer coding environment on the total of Academic Achievement, Self-efficacy Perception Scale for Computer Aided Education, Attitude Scale towards Computer Assisted Education and Attitude Scale towards Educational Computer Games Supported Learning. It can be said that academic achievement has a \\\"large\\\" effect size on self-efficacy perceptions in computer-assisted education, attitudes towards computer-assisted education and educational computer-assisted coding education.\",\"PeriodicalId\":127236,\"journal\":{\"name\":\"Journal of Teacher Education and Lifelong Learning\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Teacher Education and Lifelong Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.51535/tell.1279547\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Teacher Education and Lifelong Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51535/tell.1279547","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Effect of Codıng Educatıon Desıgned with Dıfferent Vısual Programs on Academıc Success and Attıtudes and Self-Effıcıencıes of Secondary School Students
This research was conducted with the aim of measuring students' attitudes towards computer and software course while giving coding education to students, determining students' self-efficacy perceptions towards computer and software course, measuring students' attitudes towards coding education, measuring students' academic success and observing the differences in educational outcomes resulting from these measurements. Has been carried out. Quantitative research methods were used in this study, which examines the effects of coding education designed with different visual programs on the academic achievement, attitudes and self-efficacy of secondary school students. In this study, the quantitative research method was adopted as the research model and the "Pretest - Posttest Quasi-experimental Design Model with Control Group" was used. The population of the research consists of 6th grade students, 17 girls and 28 boys, studying at Konya Gödene TOKİ Secondary School in the 2020-2021 academic year. The applications were made for 10 weeks in accordance with the lesson plan period in the curriculum. In the study, an academic achievement test for the course was developed, the Attitude Scale towards Computer-Aided Education, the Self-Efficacy Perception Scale of Computer-Aided Education, the Attitude Scale towards Computer-Aided Coding Learning 3 different scales were used to determine. The data obtained as a result of the training, which lasted for 10 weeks in total, were analyzed in the IBM SPSS Statistics 22 program. The Cronbach Alpha reliability coefficients of the scales used were calculated as .870, for the Self-Efficacy Perception Scale for Computer Assisted Education, .81 for the Attitude Scale for Computer Assisted Education, and .92 for the Attitude Scale for Educational Computer Games Assisted Coding Learning. The difficulty indexes of the academic achievement scales used were calculated as .758 in the Scratch Academic Achievement Test and .726 in the Tospaa Academic Achievement Test. The scale developed according to the data obtained was found to be valid and reliable. According to the findings obtained at the end of the research, it was seen that the application of the Scratch program in coding education made a significant difference on the programming skills of the students and contributed to the coding education. The eta squared value was examined to determine the effect size of the computer coding environment on the total of Academic Achievement, Self-efficacy Perception Scale for Computer Aided Education, Attitude Scale towards Computer Assisted Education and Attitude Scale towards Educational Computer Games Supported Learning. It can be said that academic achievement has a "large" effect size on self-efficacy perceptions in computer-assisted education, attitudes towards computer-assisted education and educational computer-assisted coding education.