在中学教育中利用仿真 3D 机器人培养计算思维

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Luis Castro-San Martín, Raquel Hijón-Neira, Celeste Pizarro, José M. Cañas
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引用次数: 0

摘要

计算思维(Computational Thinking,CT)可以定义为:在提出问题时所涉及的思维过程,从而使问题的解决可以用连续的步骤和算法来表示。它是 21 世纪儿童的一项关键技能。然而,目前还不清楚如何才能最有效地培养儿童的思维能力。已经提出并正在研究几种教学方法。本文的主要目的是验证一个假设,即使用三维(3D)模拟机器人有助于学习编程和 CT 概念,如方向、循环、条件和函数。研究问题如下这一假设成立吗?某些概念是否比其他概念更容易或更好学习,以及学习程度如何?我们的目标是测量和评估使用具有三维模拟机器人和逼真物理效果的平台作为学习工具的效果,并将其与标准的 Scratch 学习工具进行比较,后者不使用机器人,而是使用他们已经熟悉的二维(2D)卡通头像。出于实际考虑,我们采用了准实验设计,将 85 名中学二年级学生(12-13 岁)分为非等量组。他们被分为对照组和实验组,分别使用基线 2D Scratch 和 3D 模拟机器人平台进行了七节课的干预。两者都使用可视化块编程语言和相同的活动。为了获得量化和可靠的结果,在干预前和干预后都使用了广为接受的 CT 测试。此外,还提供了定性反馈。结果表明,使用仿真 3D 机器人平台对培养学生的 CT 能力有很大帮助。有了它,学生们确实学到了基本的编程概念,并在 CT 测试中获得了更高的分数。这种提高适用于所有 CT 分析概念,但功能除外,其成绩保持不变。此外,学生能够掌握三维仿真机器人平台上的活动,这反映了该平台对他们的赋权。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Fostering computational thinking with simulated 3D robots in secondary education

Fostering computational thinking with simulated 3D robots in secondary education

Computational Thinking (CT) can be defined as the thought processes involved in formulating problems so that their solutions can be represented as sequential steps and algorithms. It is a key skill for children in the 21st century. However, it is unclear how CT can be developed most effectively in children. Several pedagogical methodologies have been proposed and are being investigated. The main aim of this paper is to test the hypothesis which states that using three-dimensional (3D) simulated robots helps in the learning of programming and CT concepts, such as directions, loops, conditionals, and functions. The research questions are: Does this hypothesis hold true? Are some concepts easier or better learned than others and to what extent? The goal is to measure and evaluate the effect of using as a learning tool a platform with 3D simulated robots and realistic physics, and compare it with the standard Scratch learning tool which does not use robotics but a two-dimensional (2D) cartoon avatar they are already familiar with. For practical reasons, a quasiexperimental design with nonequivalent groups and 85 second-year Secondary Education students (ages 12–13) was performed. They were separated into control and experimental groups and followed a seven-session intervention with the baseline 2D Scratch and the 3D simulated robots platform, respectively. Both used a visual block programming language and the same activities. To have quantitative and reliable results, a widely accepted CT test has been used, pre- and postintervention. Also qualitative feedback is presented. The obtained results show that using the platform with simulated 3D robots significantly helps when developing students' CT. With it, the students do learn basic programming concepts and reach higher scores in the CT test. This improvement applies to all CT-analyzed concepts except in functions where the grades are maintained. Furthermore, students manage to master the activities on the 3D simulated robots platform, which reflects on the empowerment the platform has got in them.

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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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