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  1. NTU Theses and Dissertations Repository
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  3. 資訊管理學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/52442
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dc.contributor.advisor陳炳宇(Bing-Yu Chen)
dc.contributor.authorYi-Lun Chiuen
dc.contributor.author邱毅倫zh_TW
dc.date.accessioned2021-06-15T16:14:55Z-
dc.date.available2021-02-20
dc.date.copyright2021-02-20
dc.date.issued2021
dc.date.submitted2021-02-05
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[15] L. P. Flannery, B. Silverman, E. R. Kazakoff, M. U. Bers, P. Bont´a, and M. Resnick. Designing scratchjr: Support for early childhood learning through computer programming. In proceedings of the 12th international conference on interaction design and children, pages 1–10, 2013.
[16] E. R. Fyfe, N. M. McNeil, J. Y. Son, and R. L. Goldstone. Concreteness fading in mathematics and science instruction: A systematic review. Educational psychology review, 26(1):9–25, 2014.
[17] L. A. Gouws, K. Bradshaw, and P.Wentworth. Computational thinking in educational activities: an evaluation of the educational game light-bot. In Proceedings of the 18th ACM conference on Innovation and technology in computer science education, pages 10–15, 2013.
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[19] S. Grover and S. Basu. Measuring student learning in introductory block-based programming: Examining misconceptions of loops, variables, and boolean logic. In Proceedings of the 2017 ACM SIGCSE technical symposium on computer science education, pages 267–272, 2017.
[20] S. Grover and R. Pea. Computational thinking in k–12: A review of the state of the field. Educational researcher, 42(1):38–43, 2013.
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[35] M. Resnick and B. Silverman. Some reflections on designing construction kits for kids. In Proceedings of the 2005 conference on Interaction design and children, pages 117–122, 2005.
[36] L. Seiter and B. Foreman. Modeling the learning progressions of computational thinking of primary grade students. In Proceedings of the ninth annual international ACM conference on International computing education research, pages 59–66, 2013.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/52442-
dc.description.abstract當今有許多專注在程式基本組成的語法或語意具象化的程式環境是給小朋友的。然而很少有專攻在運算思維的具象化,讓小朋友可以對不同的運算思維,撇除其抽象的負擔來學習。
本論文提出一種運算思維具象化的程式環境,把不同的運算思維,像是序列、迴圈、清單、函數等觀念,與日常生活的物品做結合。以此為基礎,我們創作出一款「程式大廚」的遊戲,來幫助國小孩童在創作程式的過程中,學習與體驗這些運算思維的意涵。我們舉辦了工作坊,邀請了五位具有國小孩童程式教學經驗的老師,藉由他們的反饋來改善我們現有的設計,並探索這套工具未來應用在實際教學現場的可能性。從結果來說,我們這套還面臨不少的挑戰,經對談中了解到要把運算思維具象化,對於學童學習的重要性,以及運算思維具象化的程式環境在設計課程上的指引。
zh_TW
dc.description.abstractNowadays, there are many programming environments for kids, which emphasize the concreteness for either syntax or semantics about the basic parts of programming languages. However, there are few environments focusing on the concreteness for computational concepts.
In this paper, we propose an approach, Concrete Computational Concepts Programming Environments (3CPEs), which concretize computational concepts (e.g. sequences, loops, lists, function) by mapping them to daily objects. We created a programming game, CT Chef, to help elementary school students learn and experience the programming concepts while creating their own programs. Then, we held one kind of workshop with five computer science teachers who have experience in teaching elementary school students to help us refine the design of the game and explore its possibility. The results show the challenges, the importance of concretizing computational concepts, and the design approaches of 3CPE as a guided tool in CS educational practices.
en
dc.description.provenanceMade available in DSpace on 2021-06-15T16:14:55Z (GMT). No. of bitstreams: 1
U0001-0502202113471500.pdf: 17559608 bytes, checksum: aebc599e88de482f9250e5e95bb00d96 (MD5)
Previous issue date: 2021
en
dc.description.tableofcontents口試委員會審定書i
致謝ii
摘要iii
Abstract iv
List of Figures vii
Chapter 1 Introduction 1
Chapter 2 RelatedWork 6
2.1 Concrete Metaphors in Elementary Education . . . . . . . . . . . . . . . . 6
2.2 Concreteness Design in Programming Environments for Children . . . . . 7
2.3 Computational Thinking and Concepts . . . . . . . . . . . . . . . . . . . . 9
Chapter 3 Design 10
3.1 Concrete Metaphor Design . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.1.1 Conveyor Belt versus Program Sequence . . . . . . . . . . . . . . 12
3.1.2 Cards versus Instructions . . . . . . . . . . . . . . . . . . . . . . . . 12
3.1.3 Food Ingredient versus Variable . . . . . . . . . . . . . . . . . . . . 14
3.1.4 Ingredient Box versus List . . . . . . . . . . . . . . . . . . . . . . . 14
3.1.5 Anywhere Door versus Self-defined Function . . . . . . . . . . . . 15
3.2 Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.2.1 Rules of Programming . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.2.2 Interface of CT Chef . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Chapter 4 Evaluation 18
4.1 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2.1 CT Chef board game . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2.2 Course sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.3 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.4 Data Collection and Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.4.1 Course and Task Design . . . . . . . . . . . . . . . . . . . . . . . . 21
4.4.2 Video Recordings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.4.3 Semi-structured Interview . . . . . . . . . . . . . . . . . . . . . . . 21
4.4.4 Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Chapter 5 Result 24
5.1 Course and Task Design from the Workshop . . . . . . . . . . . . . . . . . 24
5.1.1 Case One:Sequences from P1 . . . . . . . . . . . . . . . . . . . . . 24
5.1.2 Case Two:Loops from P3 . . . . . . . . . . . . . . . . . . . . . . . 26
5.1.3 Case Three:If-else from P2. . . . . . . . . . . . . . . . . . . . . . . 27
5.1.4 Case Four: Lists and self-defined functions from P4 . . . . . . . . 28
5.2 Attitude and Difficulty of teaching computational concepts . . . . . . . . . 29
5.3 Feedback on CT Chef . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.4 How will teachers integrated CT Chef? . . . . . . . . . . . . . . . . . . . . 34
5.4.1 Strategy 1: board game first, then digital devices versions . . . . . 35
5.4.2 Strategy 2: Rules Restriction vs Creative Learning . . . . . . . . . 36
5.4.3 Strategy 3: Peer and Collaborative Learning . . . . . . . . . . . . . 37
Chapter 6 Discussion 39
Chapter 7 Conclusion 44
Bibliography 45
dc.language.isoen
dc.subject程式環境zh_TW
dc.subject具象化設計zh_TW
dc.subject運算思維zh_TW
dc.subject國小教育zh_TW
dc.subject教育性程式語言zh_TW
dc.subjectEducational Programming Languagesen
dc.subjectConcrete Metaphor Designen
dc.subjectComputational Thinkingen
dc.subjectElementary Educationen
dc.subjectProgramming Environmenten
dc.title程式大廚:運用具象化設計給國小學童的程式環境工具zh_TW
dc.titleCT Chef: A Computational Thinking Concrete Metaphor Design in Programming Environment for Elementary School Studentsen
dc.typeThesis
dc.date.schoolyear109-1
dc.description.degree碩士
dc.contributor.oralexamcommittee林育慈(Yu-Tzu Lin),張永儒(Yung-Ju Chang),袁千雯(Chien-Wen Yuan)
dc.subject.keyword程式環境,具象化設計,運算思維,國小教育,教育性程式語言,zh_TW
dc.subject.keywordProgramming Environment,Concrete Metaphor Design,Computational Thinking,Elementary Education,Educational Programming Languages,en
dc.relation.page48
dc.identifier.doi10.6342/NTU202100580
dc.rights.note有償授權
dc.date.accepted2021-02-07
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept資訊管理學研究所zh_TW
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