簡易檢索 / 詳目顯示

研究生: 葉亮吟
Ye, Liang-Yin
論文名稱: STEAM科際整合程式設計教學:以音樂創作學習程式設計
Design and Implementation of Interdisciplinary STEAM Instruction: Teaching Programming by Musical Composition
指導教授: 林育慈
Lin, Yu-Tzu
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 130
中文關鍵詞: 電腦程式教學STEAM科際整合教學JythonMusic
英文關鍵詞: Computer programming, STEAM education, JythonMusic
DOI URL: http://doi.org/10.6345/NTNU202001058
論文種類: 學術論文
相關次數: 點閱:242下載:58
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • STEM教育強調科際整合,以培養動手實作與真實世界之問題解決能力,非但為全球教育趨勢,亦為我國108科技領域課綱之重要理念。STEAM (STEM + Arts)則強調創意與綜合思維在教學過程的角色,除了科際整合與問題解決,亦強調培養個人表達、創造力與美感等能力,進而增進學生在STEM相關領域的學習興趣與表現。
    本研究發展STEAM科際整合程式設計教學模式,使用JythonMusic作為程式設計工具,並探究此教學對程式設計學習成效、程式設計學習態度、程式創造力的影響,以及性別與音樂先備知識是否會影響程式設計的學習。而經研究結果發現:
    一、實驗組學生在歷經STEAM科際整合程式設計教學後,其程式設計能力表現,與控制組的學生相比,並未有差異。不過,本研究設計之藉由聆聽音樂結果,對應程式邏輯,以及利用程式音樂創作的STEAM程式學習活動歷程,有助於學生程式設計的學習與表現。
    二、實驗組學生在歷經STEAM科際整合程式設計教學後,於整體的程式創造力表現,及流暢力、變通力及敏覺力三個程式創造力向度的表現上,皆較控制組學生佳。也就是說,本研究設計的藉由聆聽音樂結果,對應程式邏輯,及在教學過程中,提供程式設計與音樂、生活情境的多種應用,能夠幫助學生程式創造力的表現。
    三、實驗組學生在歷經STEAM科際整合程式設計教學後,認為:程式設計與藝術結合具有可行性、未來發展性,且在撰寫程式的過程中,也需要創造力,此外,程式設計也可以幫助解決其他領域的問題。然而,在想要學習程式設計的動力,與對這學期課程的想法,有顯著的差異。
    四、在歷經STEAM科際整合程式設計教學後,於程式設計的學習表現,並未因性別的不同,而有差異。
    五、在歷經STEAM科際整合程式設計教學後,無論其的音樂先備知識程度為何,都不會影響其程式設計學習成就表現。
    本研究能提供未來欲從事STEAM科際整合教育與程式設計教學之教學者與研究者作為課程設計之參考。

    Interdisciplinary STEM instruction can provide students with more opportunities to solve real-world problem and construct the related concepts. The STEAM instruction, which adds Arts into the STEM curriculum, highlights the role of creativity and comprehensive thinking in STEM. Creativity can increase the feasibility of produced solutions in solving STEM problems. However, few traditional STEM instruction emphasized the importance of creativity. This study is intended to add art and creativity to STEM by combining music composition and programming. Students can produce their own music by programming, which helped them map the music melody to the programming logic and then grasp more about the program constructs. More feasible programming solutions are expected to be developed by applying proper constructs accurately. An empirical study was conducted in a high school to explore the effectiveness of the proposed STEAM instruction, including programming ability, programming creativity, and learning attitude. JythonMusic was employed as a programming tool. The experiment results depict the research findings:
    1.Although there was no significant difference in programming ability between the experimental group and the control group. students reflected that this STEAM instruction could help them map the music melody to the programming logic by listening to the music and mapping to the program instructions.
    2.The experimental group had higher programming creativity because students in this group grasped the program constructs better and therefore could apply the constructs smoothly to solve new problems.
    3.There was no difference in attitude toward computing between the experimental group and the control group. However, the experimental group made significant progress in programming self-efficacy, and agreed that the proposed STEAM instruction could help their programming learning and improve their basic knowledge of music. But because the programming tasks were challenging to the students in the experimental group, they did not have strong motivation to study further about computing.
    4.Gender difference was not found in this STEAM instruction.
    5.Prior knowledge of music did not affect students learning performance in this STEAM instruction.

    第一章 緒論 1 第1節 研究背景與動機 1 第2節 研究目的 4 第3節 名詞釋義 5 第二章 文獻探討 8 第1節 STEAM 科際整合教學 8 第2節 創造力 14 第三章 研究方法 19 第1節 預試實驗 19 第2節 正式實驗 30 第四章 分析結果與討論 44 第1節 分析結果 44 第2節 討論 73 第五章 結論與建議 80 第1節 結論 80 第2節 建議 82 參考文獻 84 附錄一 程式設計能力測驗 89 附錄二 資訊科技成就測驗 98 附錄三 程式創造力測驗 104 附錄四 程式設計專題規劃書 109 附錄五 學習態度問卷 119 附錄六 音樂知識測驗 125 附錄七 函式教學編撰教材 127

    中文部分
    李大偉, & 張玉山. (2000). 科技創造力的意涵與教學 (上). 生活科技教育月刊.

    陳怡芬, 林育慈, & 翁禎苑. (2018). 運算思維導向程式設計教學─ 以 [動手玩音樂] 模組化程式設計為例.中等教育.

    張世彗. (2011). 創造力教學, 學習與評量之探究. 教育資料與研究雙月刊, (100), 1-21.

    崔夢萍. (1999). 資訊教育中的創造思考學習歷程-理論探討與研究之分析. 課程與教學, 2(4), 9-26+.

    吳靜吉. (2003). 創造力的評量-4P 觀點. 2008年, 10.

    謝慧如. (2009). 圖卡教學與多感官教學對國小啟智班學生語彙學習成效之比較研究.

    邱明慶(2008). 電腦音樂─以程式語言體現準則作曲的概念.美育,(163) ,12-18.

    國立臺灣師範大學資訊工程學系(2013)。2013國際運算思維能力測驗。台北市:教育部。

    國立臺灣師範大學資訊工程學系(2015)。2015國際運算思維能力測驗。台北市:教育部。

    國立臺灣師範大學資訊工程學系(2016)。2016國際運算思維能力測驗。台北市:教育部。

    高中程式解題系統。2020年6月18日,取自:https://zerojudge.tw/Problems

    英國皇家音樂學院聯合委員會(2017)。2017第一級樂理試卷。2019年9月1日,取自:https://gb.abrsm.org/media/11270/1y_exemplar_2017_zhhk.pdf

    英文部分
    Armoni, M., Meerbaum-Salant, O., & Ben-Ari, M. (2015). From scratch to “real” programming. ACM Transactions on Computing Education (TOCE), 14(4), 25.

    Apiola, M., Lattu, M., & Pasanen, T. A. (2010, June). Creativity and intrinsic motivation in computer science education: experimenting with robots. In Proceedings of the fifteenth annual conference on Innovation and technology in computer science education (pp. 199-203).

    B. Manaris, & A. Brown (2014). Making Music with Computers: Creative Programming in Python(Chapman & Hall/CRC Textbooks in Computing). Routledge.

    Boden, M. A. (2009). Computer models of creativity. AI Magazine, 30(3), 23-23.

    Cavas, B., Kesercioglu, T., Holbrook, J., Rannikmae, M., Ozdogru, E., & Gokler, F. (2012). The effects of robotics club on the students’ performance on science process &
    scientific creativity skills and perceptions on robots, human and society. In Proceedings of 3rd International Workshop teaching robotics, teaching with robotics integrating robotics in school curriculum (pp. 40-50).

    Chin, T., & Rickard, N. S. (2012). The music USE (MUSE) questionnaire: An instrument to measure engagement in music. Music Perception, 29(4), 429-446.

    Clements, D. H. (1995). Teaching creativity with computers. Educational Psychology Review, 7(2), 141-161.

    Corlu, M. S., Capraro, R. M., & Capraro, M. M. (2014). Introducing STEM education: Implications for educating our teachers in the age of innovation. Eğitim ve Bilim, 39(171), 74-85.

    Cooper, J. (2016). Integrating music, drama, and dance helps children explore and learn.Teaching Young Children, 9(4), 16-19.

    Douglas Edwards, Jason Freeman, Brian Magerko, Tom McKlin, Taneisha Lee & Roxanne Moore. (2018, October).EarSketch: Inspiring Persistence in Computing Through Music.Techniques,35-41.

    Engelman, S., Magerko, B., McKlin, T., Miller, M., Edwards, D., & Freeman, J. (2017, March). Creativity in Authentic STEAM Education with EarSketch. In Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education(pp. 183-188). ACM.

    English, L. D. (2017). Advancing elementary and middle school STEM education. International Journal of Science and Mathematics Education, 15(1), 5-24.

    Fasko, D. (2001). Education and creativity. Creativity research journal, 13(3-4),
    317-327.

    Freeman, J., Magerko, B., Edwards, D., Mcklin, T., Lee, T., & Moore, R. (2019). EarSketch: engaging broad populations in computing through music. Communications of the ACM, 62(9), 78-85.

    Freeman, J., Magerko, B., McKlin, T., Reilly, M., Permar, J., Summers, C., & Fruchter, E. (2014, March). Engaging underrepresented groups in high school introductory computing through computational remixing with EarSketch. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 85-90).

    Guyette, K. W., Sochaka, N. W., & Costantino, T. E. (2015). Collaborative creativity in STEAM: Narratives of art education students’ experience in transdisciplinary space. International Journal of Education, 16, 2-38.

    Guyotte, K. W., Sochacka, N. W., Costantino, T. E., Walther, J., & Kellam, N. N. (2014).STEAM as social practice: Cultivating creativity in transdisciplinary spaces. Art Education, 67(6), 12-19.

    Helms, M., Moore, R., Edwards, D., & Freeman, J. (2016, August). STEAM-based interventions: Why student engagement is only part of the story. In Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT), 2016 (pp. 1-4). IEEE.

    Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM journal, 1(2), 15.

    Henriksen, D. (2017). Creating STEAM with design thinking: Beyond STEM and arts integration. The STEAM Journal, 3(1), 11.

    Im, T., Siva, S., Freeman, J., Magerko, B., Hendler, G., Engelman, S., ... & McKlin, T. (2017, March). Incorporating music into an introductory college level programming course for non-majors. In 2017 IEEE Integrated STEM Education Conference (ISEC) (pp. 43-48). IEEE.

    Jason Freeman, Brian Magerko, Doug Edwards, Tom Mcklin, Taneisha Lee, Roxanne Moore(2019,September). EarSketch: Engaging Broad Populations in Computing Through Music. Communications of the ACM,62(9), 78-85.

    Knobelsdorf, M., & Romeike, R. (2008, June). Creativity as a pathway to computer science.In Proceedings of the 13th annual conference on Innovation and technology in
    computer science education (pp. 286-290).

    Kelleher, C., & Pausch, R. (2005). Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Computing Surveys (CSUR), 37(2), 83-137.

    Land, M. H. (2013). Full STEAM ahead: The benefits of integrating the arts into STEM. Procedia Computer Science, 20, 547-552.

    Lewandowski, G., Johnson, E., & Goldweber, M. (2005). Fostering a creative interest in computer science. ACM SIGCSE Bulletin, 37(1), 535-539.

    Lin, Y. S. (2011). Fostering creativity through education–a conceptual framework of creative pedagogy. Creative education, 2(03), 149.

    Manaris, B., Brougham-Cook, P., Hughes, D., & Brown, A. R.( 2018,June) JythonMusic: An Environment for Developing Interactive Music Systems.

    McCoid, S., Freeman, J., Magerko, B., Michaud, C., Jenkins, T., Mcklin, T., & Kan, H. (2013). EarSketch: An integrated approach to teaching introductory computer music. Organised Sound, 18(2), 146-160.

    Maeda, J. (2012). STEM to STEAM: Art in K-12 is key to building a strong economy. Edutopia: What works in education. URL: http://www. edutopia. org/blog/stem-to-steamstrengthenseconomy-john-maeda.

    Magerko, B., Freeman, J., Mcklin, T., Reilly, M., Livingston, E., Mccoid, S., & Crews-Brown, A. (2016). EarSketch: A STEAM-based approach for underrepresented populations in high school computer science education. ACM Transactions on Computing Education (TOCE), 16(4), 1-25.

    Maloney, J., Resnick, M., Rusk, N., Silverman, B., & Eastmond, E. (2010). The scratch programming language and environment. ACM Transactions on Computing Education (TOCE), 10(4), 1-15.

    McKlin, T., Magerko, B., Lee, T., Wanzer, D., Edwards, D., & Freeman, J. (2018,February). Authenticity and personal creativity: How EarSketch affects student persistence. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (pp. 987-992).

    Mironova, O., Amitan, I., & Vilipõld, J. (2017, April). Programming basics for beginners: Experience of the institute of informatics at Tallinn University of Technology. In 2017 IEEE Global Engineering Education Conference (EDUCON) (pp. 735-739). IEEE.

    Mladenović, S., Krpan, D., & Mladenović, M. (2016). Using games to help novices embrace programming: From elementary to higher education. The International journal of engineering education, 32(1), 521-531.

    Platz, J. (2007). How do you turn STEM into STEAM? Add the arts. Ohio Alliance for Arts Education. Retrieved June, 6, 2015.

    Peppler, K. (2013). STEAM-powered computing education: Using e-textiles to integrate the arts and STEM. Computer, (9), 38-43.

    Romeike, R. (2007, November). Applying creativity in CS high school education: criteria, teaching example and evaluation. In Proceedings of the Seventh Baltic Sea Conference on Computing Education Research-Volume 88 (pp. 87-96). Australian Computer Society, Inc..

    Romeike, R. (2006, February). Creative students: what can we learn from them for teaching computer science?. In Proceedings of the 6th Baltic Sea conference on Computing education research: Koli Calling 2006 (pp. 149-150).

    Reas, C., & Fry, B. (2006). Processing: programming for the media arts. AI & SOCIETY,20(4), 526-538.

    Saygı, C. (2010). Attitude scale development study in relation to music teaching course. Procedia-Social and Behavioral Sciences, 2(2), 5451-5457.

    Sternberg, R. J. (2006). The nature of creativity. Creativity research journal, 18(1), 87.

    Taylor, P. C. (2016). Why is a STEAM curriculum perspective crucial to the 21st century?.

    Wiebe, E., Williams, L. A., Yang, K., & Miller, C. S. (2003). Computer science attitude survey. North Carolina State University. Dept. of Computer Science.

    Watson, A. D., & Watson, G. H. (2013). Transitioning STEM to STEAM:Reformation of engineering education. Journal for Quality and Participation, 36(3), 1-5.

    下載圖示
    QR CODE