计算机教育中的类比推理:机器人编程任务在调试中的相似性

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Chanmin Kim, Emre Dinç, Eunseo Lee, Afaf Baabdullah, A. Y. Zhang, B. Belland
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引用次数: 0

摘要

类比推理被认为是程序设计中的一项关键认知技能。然而,它很少在基于块的编程环境中进行研究,尤其是涉及虚拟和物理对象。在这项多案例研究中,我们考察了幼儿教育专业的编程初学者如何在调试块代码时使用类比推理来使机器人正常运行。对屏幕记录、脚手架条目、反射和块代码进行了分析。跨案例分析表明,多模态对象使编程初学者能够识别和使用结构关系。机器人的使用使他们能够在应用类比后立即测试自己的类比,从而简化了验证过程。注意到类似的功能类比会导致注意到块代码之间以及块代码与机器人之间关系的相似性,从而指导定位错误。讨论了未来教育计算研究的意义和方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Revisiting Analogical Reasoning in Computing Education: Use of Similarities Between Robot Programming Tasks in Debugging
Analogical reasoning is considered to be a critical cognitive skill in programming. However, it has been rarely studied in a block-based programming context, especially involving both virtual and physical objects. In this multi-case study, we examined how novice programming learners majoring in early childhood education used analogical reasoning while debugging block code to make a robot perform properly. Screen recordings, scaffolding entries, reflections, and block code were analyzed. The cross-case analysis suggested multimodal objects enabled the novice programming learners to identify and use structural relations. The use of a robot eased the verification process by enabling them to test their analogies immediately after the analogy application. Noticing similar functional analogies led to noticing similarities in the relation between block code as well as between block code and the robot, guiding to locate bugs. Implications and directions for future educational computing research are discussed.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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