Codıng Educatıon Desıgned与Dıfferent Vısual计划对中学生Academıc成功及Attıtudes与Self-Effıcıencıes的影响

Teslime Deni̇z, A. T. Korucu
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引用次数: 0

摘要

本研究的目的是在对学生进行编码教育的同时,测量学生对计算机和软件课程的态度,确定学生对计算机和软件课程的自我效能感感知,测量学生对编程教育的态度,测量学生的学业成功,观察这些测量导致的教育成果的差异。已付诸实施。本研究采用定量研究方法,探讨不同视觉程式设计的编码教育对中学生学业成绩、态度和自我效能感的影响。本研究采用定量研究方法作为研究模型,采用“前测-后测准实验设计模型与对照组”。研究对象为2020-2021学年在Konya Gödene TOKİ中学学习的六年级学生,17名女生和28名男生。申请时间为10周,按照课程的课程计划进行。本研究编制了课程学习成绩测试,采用计算机辅助教育态度量表、计算机辅助教育自我效能感量表、计算机辅助编码学习态度量表3种不同的量表进行测定。在总共持续10周的培训中获得的数据在IBM SPSS Statistics 22程序中进行分析。计算机辅助教育自我效能感量表的Cronbach Alpha信度系数为0.870,计算机辅助教育态度量表的Cronbach Alpha信度系数为0.81,教育电脑游戏辅助编码学习态度量表的Cronbach Alpha信度系数为0.92。所用学业成就量表的难度指数在Scratch学业成就测验中计算为0.758,在Tospaa学业成就测验中计算为0.726。根据所得数据编制的量表是有效可靠的。根据研究结束时得到的结果,可以看出Scratch程序在编程教育中的应用对学生的编程技能有显著的影响,对编程教育有促进作用。利用平方值检验计算机编码环境对学业成绩总分、计算机辅助教育自我效能感量表、计算机辅助教育态度量表和教育性计算机游戏支持学习态度量表的影响大小。可以说,学业成绩对计算机辅助教育自我效能感、对计算机辅助教育的态度和教育性计算机辅助编码教育具有“大”效应量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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