向二、三年级学生介绍计算思维。在迷宫任务中,为整个路径编程比一步一步导航更有效

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Frank Reinhold , Priska Sprenger , Gunnar Staniczek
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引用次数: 0

摘要

计算思维(CT)已经被认为是21世纪小学生应该培养的技能之一。在本研究中,我们比较了引导真实物体通过训练迷宫任务的不同方法,以教授N = 70名二年级和三年级学生基本的计算思维概念,即基本的方向和序列。实验条件下的学生使用LEGO®Education SPIKE™Essential-Set和基于scratch的图标块软件来导航迷宫,而对照组使用常规LEGO®-Sets和口头命令。结果支持了我们的假设:实验条件下的学生表现优于控制条件下的学生,他们产生了更长的序列和更多的序列命令来引导他们的对象通过迷宫,并且序列长度与测试后表现呈正相关。此外,中介分析显示,干预对后测成就的影响受到使用较长序列的影响。我们的研究表明,基于scratch的块编程与机器人般的现实世界设备相结合,是一种很有前途的方法,可以在(早期)小学教育中利用CT,并加深我们对学生如何参与相关学习活动的了解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Introducing computational thinking to second and third graders. Programming whole paths outperforms step-by-step navigation in maze tasks
Computational Thinking (CT) has been considered one of the 21st century skills that already primary school students should develop. In this study we compared different methods for guiding a real object through a training maze task to teach N = 70 second and third graders basic computational thinking concepts, i.e., basic directions and sequences. Students in the experimental condition used the LEGO® Education SPIKE™ Essential-Set and Scratch-based icon blocks software to navigate a maze, while the control group used regular LEGO®-Sets and verbal commands. Results supported our hypotheses: Students in the experimental condition outperformed those in the control condition, produced longer sequences and more sequence commands to direct their object through the maze, and a positive relationship was observed between sequence length and posttest performance. Furthermore, mediation analysis revealed that the effect of the intervention on posttest achievement was influenced by the use of longer sequences. Our study underpins that Scratch-based block programming combined with robot-like real-world devices is a promising way to utilize CT in (early) primary education—and deepens our knowledge about how students engage in relevant learning activities.
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