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研究生: 林庭安
Lin, Ting-An
論文名稱: 編碼樂: 一套促進兒童程式教育的教學服務
Playful Coding: Towards a Service of Children’s Programming Education
指導教授: 簡聖芬
Chien, Sheng-Fen
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2017
畢業學年度: 105
語文別: 英文
論文頁數: 124
中文關鍵詞: 遊戲式教學環境程式教育教學策略服務設計愛自造者協會
外文關鍵詞: Game-Based Teaching and learning Environment, Programming Education, Teaching Strategy, Service Design, Program the World Association
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  • 全球教育掀起了程式語言的學習風潮,歐美各國甚至將程式語言的課程納入小學教育之中。但程式設計過程中包含許多抽象概念,對於兒童來說,是難以理解,許多孩童往往於課堂內參與教師實務操作演練後,仍無法自行思考其他問題解決能力,甚至因為挫折感而失去學習動機。本研究目標透過「Program the World」愛自造者協會,在偏鄉地區的程式教學計畫,觀察教學者與學習者的互動與回饋中,發掘遊戲式教學策略以促進孩童學習程式邏輯。

    本研究運用行動研究,在臺南左鎮,岡林教會所進行遊戲式程式教學。進行前三次的行動循環,藉由孩童的學習反應及教師們的教學觀察,從中發現教師難以同時顧及學習狀況不同的孩童,根據孩童的學習成效給予額外任務練習,能幫助教師平衡整體課堂的教學步調;促使孩童們形成學習小組進行互相學習,有助於降低孩童只模仿教師所提供程式碼的行為;教師們應依照學生的學習成效,給予學生不一樣的學習目標。

    經由上述發現,建立出後兩次之行動循環,透過教師培訓去探討更多程式課程需求。行動發現,教材的設計上須讓新的教師掌握孩子們所缺乏抽象概念;培訓課程應提高教師們的教學上的信心;發現由三種不同類型的教師的所組成教學小組,可促進教師之間的知識提升及教學策略的產生。

    經由五次行動循環,本研究歸納愛自造者協會的經驗,建立一套名為「編碼樂」教學服務系統,此系統提供4種主要的服務以促進兒童程式教學。本論文並以六個人物誌,透過情境描述、使用者旅程來呈現該服務的具體內容。本研究主要貢獻包括: (一) 發掘遊戲式策略以促進程式學習;(二) 促進新教師之教學團隊發展;(三) 建立一套教學服務,以協助教師與學生在程式課程「教」與「學」之需求。

    The Learn-to-Code movement is important in the information age. But learning programming is difficult for kids. By observing the interactions of instructors and young learners in the “Program the World Association”, this research study how to use game-based strategy to teach kids to learn programming.

    Using the method of action research, the research investigated children’s need of learning and the requirements of designing courses. The first three action cycles took place in Ganglin Presbyterian Church in Zuozhen, Tainan. We observed it is difficult for tutors to attend to all children in a class. According to children’s learning efficiency, tutors could give them different challenging tasks to practice. It can help tutors keep their teaching pace in the class. We experienced in grouping children in different types of learning teams and promote them to learn from others. It could avoid children only mimicking the code which is provided by tutors. We encouraged tutors should make children have own target according to their learning efficiency.

    We couducted last two action cycles to investigate more needs of a programming course from tutor training. We learned it is necessary to let the new tutors understand what the new concepts are for children and how to deliver them clearly to children with the teaching materials. The tutor training course should enhance the tutor’s confidence. By grouping the teaching group of three types of tutors, we could make tutor enhance each other knowledge and generate the usable teaching strategies in a group discussion.

    Through five cycles of action, we summarized practice of “Program the World Association” into the Playful Coding service. We also identified six personas, scenarios, and user journeys to present the service. The main contributions of this research include: (1) to explore game-based strategies to enhance children’s learning, (2) to recruit new talents to deliver the programming knowledge through tutor training, and (3) to formulate the service, Playful Coding, to support tutor’s teaching and children’s learning in friendly environments.

    摘要 i ABSTRACT ii 誌謝 iii Table of Content iv List of Figures vi List of Tables vii I. Introduction 1 1.1 Research Background and Motivation 1 1.2 Program the World 2 1.3 Research Objectives 2 1.4 Research Methodology 3 1.5 Thesis Structure 4 II. Literature Review 5 2.1 Novice’s difficulties of learning 5 2.2 Using Games in Programming Course 6 2.3 The Design of a Programming Course 8 2.4 Concluding Remarks 9 III. Playful Coding in Preparation 10 3.1 The Instructional Content 10 3.2 The Participants 12 IV. Playful Coding In Action 15 4.1 Children’s Learning in the Beginning Lessons 16 4.2 Children’s Learning of Abstract Concepts 19 4.3 Children’s Understanding in the Advanced Lessons 21 4.4 Lessons Learned 25 V. Playful Coding With Tutor Training 27 5.1 Tutor’s Experience from the Tutor Courses 27 5.2 Formulating a Tutor Training Program 29 5.3 Tutor Training in Fenyuan 32 5.4 Lessons Learned 33 VI. Playful Coding, The Service 34 6.1 Service Framework 34 6.2 Personas 38 6.3 Scenarios 41 6.4 PlayfulCoding.ConnectingPlatform System Design 45 VII. Conclusion 47 7.1 Research Contributions 47 7.2 Implication 48 References 49 Appendix I Field Notes 52 2016年岡林教會暑期Scratch軟體課程教學日誌(1) 52 2016年岡林教會暑期Scratch軟體課程教學日誌(2) 57 2016年岡林教會暑期Scratch軟體課程教學日誌(3) 59 2016年岡林教會暑期Scratch軟體課程教學日誌(4) 62 2016年岡林教會暑期Scratch軟體課程教學日誌(5) 64 2016年岡林教會暑期Scratch軟體課程教學日誌(6) 68 2016年岡林教會暑期Scratch軟體課程教學日誌(7) 72 2016年岡林教會暑期Scratch軟體課程_課後教師訪談 74 Appendix II The Instructional Materials 81 (1) Beginning Lessons 81 (2) Intermediate Lessons 96 (3) Advanced Lessons 113

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