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'I like computers. I hate coding': a portrait of two teens' experiences

机译:“我喜欢计算机。我讨厌编码”:描绘两个少年的经历

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Purpose - Some empirical evidence suggests that historically marginalized young people may enter introductory programming experiences with skepticism or reluctance, because of negative perceptions of the computing field. This paper aims to explore how learner identity and motivation can affect their experiences in an introductory computer science (CS) experience, particularly for young people who have some prior experience with computing. In this program, learners were asked to develop digital media artifacts about civic issues using Scratch, a block-based programming language. Design/methodology/approach - Through participant observation as a teacher and designer of the course, artifact analysis of student-generated computer programs and design journals, as well as with two follow-up 1-h interviews, the author used the qualitative method of portraiture to examine how two reluctant learners experienced a six-week introductory CS program. Findings - These learners' experiences illuminate the ways in which identity, community and competence can play a role in supporting learner motivation in CS education experiences. Research limitations/implications - As more students have multiple introductory computing encounters, educators need to take into account not only their perceptions of the computing field more broadly but also specific prior encounters with programming. Because of the chosen research approach, the research results may lack generalizability. Researchers are encouraged to explore other contexts and examples further. Practical implications - This portrait highlights the need for researchers and educators to take into account student motivation in the design of learning environments. Originality/value - This portrait offers a novel examination of novice programmer experiences through the choice in method, as well as new examples of how learner identity can affect student motivation.
机译:目的-一些经验证据表明,由于对计算机领域的负面看法,历史上处于边缘地位的年轻人可能会出于怀疑或不情愿而进入入门编程经验。本文旨在探讨学习者的身份和动机如何影响他们在计算机科学入门(CS)体验中的体验,尤其是对于那些已经具有计算经验的年轻人。在该程序中,要求学习者使用基于块的编程语言Scratch开发有关公民问题的数字媒体工件。设计/方法/方法-通过参与者作为课程的老师和设计师的观察,对学生生成的计算机程序和设计期刊的工件分析,以及两次后续的1-h访谈,作者使用了定性方法。肖像画来研究两个不愿学习的人如何经历了为期六周的CS入门课程。调查结果-这些学习者的经历阐明了身份,社区和能力可以在支持CS教育经历中的学习者动机方面发挥作用的方式。研究的局限性/含意-随着越来越多的学生进行多种计算入门,教育工作者不仅需要更广泛地考虑他们对计算领域的看法,还需要考虑编程方面的特定经验。由于选择了研究方法,因此研究结果可能缺乏概括性。鼓励研究人员进一步探索其他背景和实例。实际意义-该肖像强调研究人员和教育工作者在设计学习环境时必须考虑学生的动机。原创性/价值-该肖像通过方法的选择,对新手程序员的经历进行了新颖的考察,并提供了学习者身份如何影响学生动机的新例子。

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