在游戏化背景下应用不插电、低成本的儿童编码教育工具

Lei Wang, Miao Huang, Julina Ismail@Kamal
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引用次数: 0

摘要

编码教育已成为培养儿童计算思维的必修课程,而游戏化背景下的编码教育工具能进一步提高儿童的学习热情。通过文献综述,研究人员认为游戏化、不插电、低成本是儿童编码教育工具的重要设计要求。为了验证教学设计的有效性,本研究专门开发了游戏化编码教育工具--"编码大冒险",让儿童学习者在真实场景中扮演游戏化角色,使用指令卡完成任务。在现场教学环境中测试原型时,研究人员邀请了 12 名幼儿园和小学教师观摩测试过程。然后,他们组成了一个焦点小组讨论,利用 MAXQDA 软件进行定性分析,以获取他们对该教育工具的反馈意见。结果显示,参与讨论的教师普遍认可游戏化、不插电、低成本的设计理念,认为游戏化中的角色扮演和奖励,以及使用安全、简单的材料来配合学校现有的教学环境,是成功的设计创新。此外,游戏化讲故事也证明了使用该原型可以加强学生的团队交流。总之,在技术接受模型理论框架下,本研究证明了游戏化、不插电和低成本的设计理念对编码教育工具系统的感知有用性和易用性的有效性。这些以学生为中心的设计理念将为进一步开发不插电编码教育工具提供宝贵的经验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Application of an Unplugged and Low-Cost Children’s Coding Education Tool in a Gamification Context
Coding education has become a compulsory course for cultivating children’s computational thinking, and its tools in a gamification context can further enhance children’s learning enthusiasm. Through the literature review, the researchers identified gamification, unplugging, and low cost as important design requirements for children’s coding education tools. In order to verify the effectiveness of teaching design, this study specially developed a gamified coding education tool, “Coding Adventure,” which allows child learners to take on gamified roles in real-life scenarios and use instruction cards to complete tasks. While testing the prototype in the on-site teaching environment, the researchers invited 12 kindergarten and elementary school teachers to observe the testing process. Then, they formed a focus group discussion to obtain their feedback on the education tool using MAXQDA software for qualitative analysis. According to the results, teacher participants generally recognize the design concepts of gamification, unplugging, and low-cost, and believe that role-playing and rewards in gamification, as well as the use of safe and simple materials to match the existing teaching environment of the school, are successful design innovations. In addition, gamified storytelling has also been proven to enhance students’ team communication using this prototype. Overall, this study proves the effectiveness of the design concepts of gamification, unplugged and low cost on the perceived usefulness and ease of use of the coding education tool system under the Technology Acceptance Model theory framework. These student-centered design concepts will provide valuable experience for the further development of unplugged coding education tools.
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