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Developing Computational Thinking Through Grounded Embodied Cognition

机译:通过扎实的体验式认知发展计算思维

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摘要

Two studies were conducted to examine the use of grounded embodied pedagogy, construction of Imaginary Worlds (Study 1), and context of instructional materials (Study 2) for developing learners' Computational Thinking (CT) Skills and Concept knowledge during the construction of digital artifacts using Scratch, a block-based programming language. Utilizing a conceptual framework for grounded embodied pedagogy called Instructional Embodiment, learners physically enacted (Direct Embodiment) and mentally simulated (Imagined Embodiment) the actions and events as presented within pre-defined Scripts. Instructional Embodiment utilizes action, perception, and environment to create a dynamic, interactive teaching and learning scenario that builds upon previous research in embodied teaching and learning. The two studies described herein examined the effects of Instructional Embodiment, Imaginary World Construction, and Context on the development of specific Computational Thinking Concepts and Skills. In particular, certain CT Concepts, such as Conditionals, Variables, Thread Synchronization, Collision Detection, and Events, and CT Skills, such as abstraction and pattern recognition, were identified and measured within the learners' individual digital artifacts. Presence and/or frequency of these Concepts and Skills were used to determine the extent of Computational Thinking development. In Study 1, fifty-six sixth- and seventh-grade students participated in a fifteen-session curricular program during the academic school day. This study examined the type of instruction and continuity of Imaginary World Construction on the development of certain CT Skills and Concepts used in a visual novel created in Scratch. Main effects were found for learners who physically embodied the pre-defined instructional materials: embodying the pre-defined Scripts led to the learners using significantly more 'speech' Blocks in their projects and more Absolute Positioning Blocks for 'motion' than those who did not physically embody the same Scripts. Significant main effects were also found for continuity of Imaginary World Construction: learners who were instructed to continue the premise of the first digital artifact (Instructional Artifact) implemented significantly more computational structures in their second digital artifact (Unique Artifact) than those who were instructed to create a Unique Artifact with a premise of their own design. In Study 2, seventy-eight sixth- and seventh-grade students participated in a seventeen-session curricular program during the academic school day. This study examined the type of instruction and context of instructional materials on the development of CT Skills and Concepts during the construction of a video game using Scratch. Similar to Study 1, findings suggest that physically embodying the actions presented within the pre-defined instructional materials leads to greater implementation of many of these same structures during individual artifact construction. The study also showed that as the pre-defined Scripts become more complex (e.g. single-threaded to multi-threaded), the effect of physical embodiment on the development of CT Skills and complex CT Concept structures becomes less pronounced. Findings from this study also suggest that Context has a significant effect on identifying and implementing the CT Skill pattern recognition: learning CT Concepts from an Unfamiliar Context had a significant positive effect on the implementation of both Broadcast/Receive couplings and Conditional Logic and Operator patterns. In sum, the findings suggest that the type of instruction, the continuity of the Imaginary World being constructed, and the context of the instructional materials all play a significant role in the learners' ability to develop certain Computational Thinking Skills and Concept knowledge. The findings also suggest that a physically embodied approach to teaching abstract concepts that is grounded in an unfamiliar context is the most effective way to integrate a grounded embodied approach to pedagogy within a formal instructional setting.
机译:进行了两项研究,以检验在数字人工制品的构建过程中,如何使用扎实的教学法,想象世界的构建(研究1)和教学材料的上下文(研究2)来发展学习者的计算思维(CT)技能和概念知识。使用Scratch(一种基于块的编程语言)。利用称为教学实施例的扎实教学法的概念框架,学习者可以物理地制定(直接实施例)并在心理上模拟(想象的实施例)预定义脚本中呈现的动作和事件。教学实施例利用动作,感知和环境来创建动态的,交互式的教学场景,该场景建立在先前对具体教学过程的研究之上。本文所述的两项研究考察了教学实施,虚构世界和情境对特定计算思维概念和技能发展的影响。特别是,在学习者的各个数字工件中识别并测量了某些CT概念(例如条件,变量,线程同步,冲突检测和事件)以及CT技能(例如抽象和模式识别)。这些概念和技能的存在和/或频率用于确定计算思维发展的程度。在研究1中,五十六名六年级和七年级学生在学校上课期间参加了十五节课的课程。本研究考察了Scratch创作的视觉小说中虚构世界构造对某些CT技能和概念发展的指示类型和连续性。对于实际体现预定义教学材料的学习者而言,发现了主要效果:与没有预定义教学材料的学习者相比,体现预定义脚本导致学习者在其项目中使用更多的“语音”块和更多的“运动”绝对定位块在物理上体现相同的脚本。还发现了虚构世界构造的连续性的重要影响:受指示继续第一个数字人工产物(教学工件)的前提的学习者在其第二个数字人工工件(唯一工件)中实现了更多的计算结构。在自己设计的前提下创建一个独特的艺术品。在研究2中,有七十八名六年级和七年级学生在上学期间参加了一个十七节课的课程。这项研究检查了在使用Scratch构建视频游戏过程中有关CT技能和概念发展的教学类型和教学材料的上下文。与研究1相似,研究结果表明,物理地体现预先定义的指导材料中提出的动作会导致在单个工件构造期间更好地实现许多这些相同的结构。研究还表明,随着预定义脚本变得越来越复杂(例如,单线程到多线程),物理体现对CT技能和复杂的CT概念结构发展的影响变得越来越不明显。这项研究的发现还表明,上下文对于识别和实施CT技能模式识别具有重大影响:从不熟悉的上下文中学习CT概念对广播/接收耦合以及条件逻辑和操作员模式的实施均具有显着的积极影响。总而言之,研究结果表明,教学的类型,所构想世界的连续性以及教学材料的上下文都对学习者发展某些计算思维技能和概念知识的能力起着重要作用。研究结果还表明,在不熟悉的情况下以物理体现的方法来教学抽象概念是在正式的教学环境中将基础的体现方法与教学法相结合的最有效方法。

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  • 作者

    Fadjo Cameron Lawrence;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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