游戏化的教育机器人提高了stem教育的积极性和创造力

IF 1.1 4区 教育学 Q3 EDUCATION & EDUCATIONAL RESEARCH
Tan-I Chen, Shi Lin, Hung‐Chang Chung
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引用次数: 0

摘要

教育和机器人的结合正成为一个越来越重要的问题。尽管研究人员在本科阶段对STEM教育中的教育机器人进行了一些研究,但没有研究考察游戏化教育机器人对参与者动机和创造力的影响。因此,本研究考察了游戏化教育机器人对参与者STEM学习动机和创造力的影响。本研究采用准实验研究设计。共有来自两个班的108名学生参加了信息技术课程。使用学习动机和创造力量表来收集数据。向参与者介绍了一个游戏化的教育机器人作为课程目标、学习内容和游戏机制,以增加动机并帮助学生解决问题。相比之下,对照组的学生接受了由小组讨论和讲座组成的传统教学。两组的活动分三个阶段进行了18周。结果表明,游戏化的教育机器人可以增强学习动机,积极影响学习者的创造力。研究结果还表明,学习动机对创造力有显著影响,学习动机高的学生在创造力方面表现更好。研究结果加强了跨学科STEM教学,促进了学生的学习成果。关键词:STEM教育中的游戏化、教育机器人、STEM课程、学习动机
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFIED EDUCATIONAL ROBOTS LEAD AN INCREASE IN MOTIVATION AND CREATIVITY IN STEM EDUCATION
The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM education at the undergraduate level, no research examined the effects of gamified educational robotics on participants’ motivation and creativity. Therefore, this study examines the effects of gamified educational robots on participants’ learning motivation and creativity in STEM. A quasi-experimental research design was used in this study. A total of 108 students from two classes enrolled in the information technology course were involved as participants. Learning motivation and creativity scales were used to collect data. The participants were introduced to a gamified educational robot as the course objective, learning content, and game mechanism to increase motivation and help students solve problems. In contrast, students in the control group received conventional instruction consisting of group discussions and lectures. Activities in both groups were held for eighteen weeks in three phases. The results showed that gamified educational robots could enhance learning motivation and positively influence learners' creativity. The results also indicate that learning motivation has significant effects on creativity, and students with high motivation perform better in terms of creativity. The results strengthen interdisciplinary STEM teaching and promote students' learning outcomes. Keywords: gamification in STEM education, educational robot, STEM curriculum, learning motivation
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来源期刊
Journal of Baltic Science Education
Journal of Baltic Science Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.50
自引率
8.30%
发文量
67
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