研究生: |
陳昀辰 Chen, Yun-Chen |
---|---|
論文名稱: |
前導組織與遊戲設計策略對國小生Scratch遊戲程式設計學習成效、動機及態度之影響 Effects of Advance Organizer and Game Design Strategy on Elementary Students’ Scratch Game Programming Learning |
指導教授: |
陳明溥
Chen, Ming-Puu |
口試委員: |
游光昭
Yu, Kuang-Chao 楊凱翔 Yan, Kai-Hsiang 陳明溥 Chen, Ming-Puu |
口試日期: | 2022/08/22 |
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: | 2023 |
畢業學年度: | 111 |
語文別: | 中文 |
論文頁數: | 188 |
中文關鍵詞: | 前導組織 、遊戲設計 、體驗式學習 、程式設計 、擴增實境 |
英文關鍵詞: | advance organizer, game design, experiential learning, programming, augmented reality |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202300047 |
論文種類: | 學術論文 |
相關次數: | 點閱:149 下載:0 |
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 |
本研究旨在探討前導組織及遊戲設計策略對國小生在Scratch遊戲程式設計擴增實境學習活動的學習成效、動機及態度之影響。研究對象為國小六年級學習者,研究樣本為臺北市某國小163位六年級學生,有效樣本134人。本研究採因子設計之準實驗研究法,自變項為「前導組織」及「遊戲設計策略」,「前導組織」依據多媒體互動之差異分為「遊戲前導」及「動畫前導」;「遊戲設計策略」依據教學內容之差異分為「由上而下」及「由下而上」。依變項為程式設計學習成效(知識理解、知識應用)、學習動機(價值成分、期望成分、科技接受度)及學習態度(學習自信心、學習喜好、學習焦慮、學習過程、學習方法、有用性)。
研究結果發現:就學習成效而言,(1)在「前導組織」方面,接受「遊戲前導」時,「由上而下組」學習者在知識理解及知識應用表現高於「由下而上組」學習者;(2)在「遊戲設計策略」方面,使用「由上而下策略」時,「遊戲前導組」學習者在知識理解及知識應用表現高於「動畫前導組」學習者。其次,就學習動機而言,學習者對於Scratch遊戲程式設計皆持正向動機,(3)但就「前導組織」而言,接受「遊戲前導」時,「由上而下組」學習者在學習動機表現高於「由下而上組」學習者;(4)而就「遊戲設計策略」來看,使用「由上而下策略」時,「遊戲前導組」學習者在學習動機表現高於「動畫前導組」學習者。最後,就學習態度而言,學習者對於Scratch遊戲程式設計皆持正向態度,(5)從「前導組織」來看,接受「遊戲前導」時,「由上而下組」學習者在學習態度表現高於「由下而上組」學習者;(6)從「遊戲設計策略」來看,使用「由上而下策略」時,「遊戲前導組」學習者在學習態度表現高於「動畫前導組」學習者。
The purpose of this study was to explore the effects of advance organizer and game design strategy on elementary students’ learning performance, motivation, and attitude in learning of Scratch game programming through AR-based learning activity. Participants were 163 sixth-graders from an elementary school in Taipei City, Taiwan. The effective sample size was 134. A quasi-experimental design was adopted. The independent variables were advance organizer (game vs. animation) and game design strategy (top-down vs. bottom-up). The dependent variables included students’ learning performance, motivation, and attitude.
The results revealed that for the learning performance, (a) in the game advance organizer group, the top-down group outperformed the bottom-up group on the comprehension and application performance; and (b) in the top-down group, the game advance organizer group outperformed the animation advance organizer group on the comprehension and application performance. For learning motivation, all participants showed positive motivation, and (c) in the game advance organizer group, the top-down group higher degree of motivation than the bottom-up group; and (d) in the top-down group, the game advance organizer group higher degree of motivation than the animation advance organizer group. Finally, for learning attitude, all participants showed positive attitude toward the employed AR-based Scratch game programming, and (e) in the game advance organizer group, the top-down group higher degree of attitude than the bottom-up group; and (f) in the top-down group, the game advance organizer group higher degree of attitude than the animation advance organizer group.
中文部分
何品萱(2017)。互動式擴增實境在國中生機器人程式設計學習之探討(未出版碩士論文)。國立臺灣師範大學,臺北市。
何胤廷(2013)。引導式學習單應用於Scratch程式設計教學之成效分析(未出版碩士論文)。國立臺灣師範大學,臺北市。
吳清山、林天祐(2005)。教育新辭書。臺北市:高等教育。
呂郁欣(2017)。引導策略與學習順序對國小機器人程式設計學習成效及態度之影響(未出版碩士論文)。國立臺灣師範大學,臺北市。
李彩鳳(2018)。鷹架策略與提示策略對不同先備知識國中生程式設計課程學習成效與動機之探討(未出版碩士論文)。國立臺灣師範大學,臺北市。
林思汝(2014)。擴增實境遊戲式學習與編碼策略對國小學生槓桿原理學習之影響(未出版碩士論文)。國立臺灣師範大學,臺北市。
林寶山(2003)。實用教學原理。臺北市:心理。
施保成(2011)。以3D電腦輔助設計軟體Google SketchUp融入國小複合形體表面積教學對學生數學學習成效之研究(未出版碩士論文)。國立臺灣師範大學資訊教育學系在職進修碩士班,臺北市。
徐毓慧(1992)。利用前導組織因子增進恆定概念學習之研究(未出版碩士論文)。國立臺灣師範大學,臺北市。
國家教育研究院(2016)。新課綱「程式設計」,學邏輯解問題。國家教育研究院電子報,134。取自: https://epaper.naer.edu.tw/index.php?edm_no=134&content_no=2672
張春興(1991)。張氏心理學辭典。臺北市:東華。
張春興(1994)。教育心理學:三化取向的理論與實踐。臺北市:東華。
張春興(2000)。教育心理學。臺北市:東華。
張春興(2007)。張氏心理學辭典。臺北市:東華。
張嘉心(2021)。學習順序與鷹架策略對高低先備知識國中生以擴增實境輔助電流磁效應學習成效、動機及態度之影響 (未出版碩士論文)。國立臺灣師範大學,臺北市。
張曉瑀(2018)。目標設定與引導策略對不同先備知識國中生以智慧眼鏡輔助機器人程式設計學習之成效及動機探討(未出版碩士論文)。國立臺灣師範大學,臺北市。
郭文明(2015)。前導組織策略對國小三年級學生Scratch程式設計學習態度與學習成效之影響(未出版碩士論文)。淡江大學教育科技學系,新北市。
郭家禎(2020)。教學方式與引導策略對國小四年級學習者micro: bit程式設計學習成效及態度之影響(未出版碩士論文)。國立臺灣師範大學,臺北市。
楊龍立(2006)。講述式教導及接受式學習的實施一前導組織的探討。科學教育研究與發展季刊,2006專刊,61-74。
廖祐梓(2012)。遊戲導向教材對高中生程式設計學習之影響(未出版碩士論文)。國立臺灣師範大學,臺北市。
鄭昭明(2006)。認知心理學:理論與實踐(修訂三版)。臺北市:桂冠。
賴明宏(2010)。Scratch程式對國小五年級學童邏輯推理能力與科學問題解決能力影響之研究(未出版碩士論文)。國立臺北教育大學,臺北市。
錡洛誼(2017)。擴增實境學習輔助及先備知識對國中八年級學生 Scratch 專題式遊戲創作學習表現及學習動機之影響(未出版碩士論文)。國立臺灣師範大學,臺北市。
霍秉坤、黃顯華(2002)。教科書前導組體設計之探討。課程與教學,3(2),95-114。
戴谷州(2011)。視覺化工具融入程式語言教學對初學者學習成效與學習態度之探討(未出版碩士論文)。國立臺灣師範大學,臺北市。
英文部分
Akçayır, M. & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.
Ausubel, D. P. (1963). The psychology of meaningful verbal learning. New York: Grune & Stratton.
Ausubel, D. P. (1966). Meaningful reception learning and the acquisition of concepts. Analyses of concept learning (pp. 157-175). Academic press.
Ausubel, D. P. (1968). Is there a discipline of educational psychology? Educational Psychologist, 5(3), 1-9.
Ausubel, D. P. (1978). In defense of advance organizers: A reply to the critics. Review of Educational Research, 48(2), 251-257.
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.
Barron, B. & Darling-Hammond, L. (2008). Teaching for meaningful learning: A review of research on inquiry-based and cooperative learning. Book Excerpt. George Lucas Educational Foundation.
Baytak, A. & Land, S. M. (2011). An investigation of the artifacts and process of constructing computers games about environmental science in a fifth-grade classroom. Educational Technology Research and Development, 59(6), 765-782.
Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12(5), 1-5.
Bransford, J. D., Brown, A. L., & Cocking, R. R. (1999). How people learn: Brain, mind, experience, and school (pp. xiv-xv). Washington, DC: National Academy Press. ED, 436, 276.
Brennan, K. & Resnick, M. (2012, April). New frameworks for studying and assessing the development of computational thinking. Proceedings of the 2012 Annual Meeting of the American Educational Research Association, Vancouver, Canada (Vol. 1, p. 25).
Bruckman, A. & Resnick, M. (1995). The MediaMOO project: Constructionism and professional community. Convergence, 1(1), 94-109.
Cawood, S. & Fiala, M. (2008). Augmented reality: A practical guide.
Chang, Y. L., Hou, H. T., Pan, C. Y., Sung, Y. T., & Chang, K. E. (2015). Apply an augmented reality in a mobile guidance to increase sense of place for heritage places. Journal of Educational Technology & Society, 18(2), 166-178.
Chookaew, S., Panjaburee, P., Wanichsan, D., & Laosinchai, P. (2014). A personalized e-learning environment to promote student's conceptual learning on basic computer programming. Procedia-Social and Behavioral Sciences, 116, 815-819.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.
De Raadt, M. (2007). A review of Australasian investigations into problem solving and the novice programmer. Computer Science Education, 17(3), 201-213.
Deek, F. P. (1999). A framework for an automated problem solving and program development environment. Journal of Integrated Design and Process Science, 3(3), 1-13.
Del Bosque, L., Martinez, R., & Torres, J. L. (2015). Decreasing failure in programming subject with augmented reality tool. Procedia Computer Science, 75, 221-225.
Denham, A. R. (2018). Using a digital game as an advance organizer. Educational Technology Research and Development, 66(1), 1-24.
Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers & Education, 58(1), 240-249.
Dewey, J. & Dewey, E. (1915). Schools of to-morrow. Library Reprints, Incorporated.
Ellinger, H. (2003). A natural sense of algorithm: Children should learn computer programming as a basic skill. Retrieved February, 7, 2010.
Felleisen, M., Findler, R. B., Flatt, M., & Krishnamurthi, S. (2004). The TeachScheme! project: Computing and programming for every student. Computer Science Education, 14(1), 55-77.
Feng, C. Y. & Chen, M. P. (2014). The effects of goal specificity and scaffolding on programming performance and self‐regulation in game design. British Journal of Educational Technology, 45(2), 285-302.
Fernaeus, Y., Kindborg, M., & Scholz, R. (2006, June). Rethinking children's programming with contextual signs. Proceedings of the 2006 Conference on Interaction Design and Children (pp. 121-128).
Fessakis, G., Gouli, E., & Mavroudi, E. (2013). Problem solving by 5–6 years old kindergarten children in a computer programming environment: A case study. Computers & Education, 63, 87-97.
Flavell, J. H. (1986). The development of children's knowledge about the appearance–reality distinction. American Psychologist, 41(4), 418.
Gomes, A. & Mendes, A. J. (2007, September). Learning to program-difficulties and solutions. International Conference on Engineering Education–ICEE (Vol. 7).
Good, J. (2022). Novice programming environments: Lowering the barriers, supporting the progression. Research anthology on computational thinking, programming, and robotics in the classroom (pp. 94-126). IGI Global.
Govender, I. & Grayson, D. (2006, June). Learning to program and learning to teach programming: A closer look. EdMedia+ Innovate Learning (pp. 1687-1693). Association for the Advancement of Computing in Education (AACE).
Grandell, L., Peltomäki, M., Back, R. J., & Salakoski, T. (2006, January). Why complicate things? Introducing programming in high school using Python. Proceedings of the 8th Australasian Conference on Computing Education-Volume 52 (pp. 71-80).
Green, C. & Jaeger, C. (1984). Teacher, kids, and Logo. EduComp Publications.
Grover, S. & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38-43.
Guay, F., Ratelle, C. F., & Chanal, J. (2008). Optimal learning in optimal contexts: The role of self-determination in education. Canadian Psychology/Psychologie Canadienne, 49(3), 233.
Guzdial, M. (2004). Introduction to media computation: A multimedia cookbook in Python. Pearson/Custom Pub.
Guzdial, M. (2010). Why is it so hard to learn to program. Making software: What really works, and why we believe it. O’Reilly Media, 111-124.
Hsu, T. C., Chang, S. C., & Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296-310.
Ibrahim, M. F., Huddin, A. B., Hashim, F. H., Abdullah, M., Rahni, A. A. A., Mustaza, S. M., ... & Zaman, M. H. M. (2020). Strengthening programming skills among engineering students through experiential learning based robotics project. International Journal of Evaluation and Research in Education, 9(4), 939-946.
Jarvis, P., Holford, J., & Griffin, C. (1998). A market for lifelong learning? International Perspectives on Lifelong Learning, 198.
Jhou, Y. J., Yen, J. C., & Liao, W. C. (2019). The effects of gender differences and learning styles on Scratch’s programming performance and computational thinking ability. CoolThink@ JC, 30.
Jiang, B. & Li, Z. (2021). Effect of Scratch on computational thinking skills of Chinese primary school students. Journal of Computers in Education, 8(4), 505-525.
Johnson, C. (2017). Learning basic programming concepts with game maker. International Journal of Computer Science Education in Schools, 1(2), n2.
Joyce, B. & Weil, M. (1972). Conceptual complexity, teaching style and models of teaching. A paper prepared for th National Council for the Social Studies, Boston, MA.
Kafai, Y. B. & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational psychologist, 50(4), 313-334.
Kafai, Y. B. (1998). Video game designs by girls and boys: Variability and consistency of gender differences. From Barbie to Mortal Kombat: gender and computer games, 90-114.
Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S. & Dede, C. (2013). EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers & Education, 68, 545-556.
Katiyar, A., Kalra, K., & Garg, C. (2015). Marker based augmented reality. Advances in Computer Science and Information Technology (ACSIT), 2(5), 441-445.
Kaya, K. Y. & Cagiltay, K. (2017). Creating and Evaluating a Visual Programming Course Based on Student Experience. Emerging research, practice, and policy on computational thinking (pp. 135-151). Springer, Cham.
Ke, F. (2014). An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing. Computers & Education, 73, 26-39.
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.
Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association between Internet addiction and psychiatric disorder: A review of the literature. European Psychiatry, 27(1), 1-8.
Koenemann, J. & Robertson, S. P. (1991, March). Expert problem-solving strategies for program comprehension. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 125-130).
Kolb, D. A. (1984). Experience as the source of learning and development. Upper Sadle River: Prentice Hall.
Konak, A., Clark, T. K., & Nasereddin, M. (2014). Using Kolb's Experiential Learning Cycle to improve student learning in virtual computer laboratories. Computers & Education, 72, 11-22.
Kong, S. C., Lai, M., & Sun, D. (2020). Teacher development in computational thinking: Design and learning outcomes of programming concepts, practices and pedagogy. Computers & Education, 151, 103872.
Koscianski, A., Ribeiro, R. J., & da Silva, S. C. R. (2012). Short animation movies as advance organizers in physics teaching: A preliminary study. Research in Science & Technological Education, 30(3), 255-269.
Kose, U., Koc, D., & Yucesoy, S. A. (2013). An augmented reality based mobile software to support learning experiences in computer science courses. Procedia Computer Science, 25, 370-374.
Kraft, R. J. & Sakofs, M. (1985). The theory of experiential education. Boulder, CO: Association for Experiential Education.
Kuhn, D. & Pearsall, S. (2000). Developmental origins of scientific thinking. Journal of Cognition and Development, 1(1), 113-129.
Kuljis, J. & Baldwin, L. P. (2000). Visualisation techniques for learning and teaching programming. Journal of Computing and Information Technology, 8(4), 285-291.
Leutenegger, S. & Edgington, J. (2007, March). A games first approach to teaching introductory programming. Proceedings of the 38th SIGCSE Technical Symposium on Computer Science Education (pp. 115-118).
Lewin, K. (1951). Field theory in social science: Selected theoretical papers (Edited by Dorwin Cartwright.). Harpers.
Li, F. & Zhang, Y. (1998). Measuring self-monitoring ability and propensity: A two-dimensional Chinese scale. The Journal of social psychology, 138(6), 758-765.
Li, Y. (2016, October). Teaching programming based on Computational Thinking. 2016 IEEE Frontiers in Education Conference (FIE) (pp. 1-7). IEEE.
Linn, M. C. & Clancy, M. J. (1992). The case for case studies of programming problems. Communications of the ACM, 35(3), 121-132.
Lockwood, J. & Mooney, A. (2017). Computational thinking in education: Where does it fit? A systematic literary review. arXiv preprint arXiv:1703.07659.
Mayer, R. & Mayer, R. E. (Eds.). (2005). The Cambridge handbook of multimedia learning. Cambridge university press.
Mayer, R. E. & Clark, R. (2003). The promise of educational psychology (vol II): Teaching for meaningful learning.
Mayer, R. E. (1975). Different problem-solving competencies established in learning computer programming with and without meaningful models. Journal of Educational Psychology, 67(6), 725.
Mayer, R. E. (1979). Twenty years of research on advance organizers: Assimilation theory is still the best predictor of results. Instructional Science, 8(2), 133-167.
Mayer, R. E. (1992). Thinking, problem solving, cognition. WH Freeman/Times Books/Henry Holt & Co.
Mayer, R. E., Dyck, J. L., & Vilberg, W. (1986). Learning to program and learning to think: what's the connection? Communications of the ACM, 29(7), 605-610.
Milgram, P. & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.
Mondofacto. (2006). Dictionary of education: Definition of learning outcomes.
Muller, O. (2005, October). Pattern oriented instruction and the enhancement of analogical reasoning. Proceedings of the First International Workshop on Computing Education Research (pp. 57-67).
Myers, B. A. (1986). Visual programming, programming by example, and program visualization: A taxonomy. ACM Sigchi Bulletin, 17(4), 59-66.
Martins, S. W., Mendes, A. J., & Figueiredo, A. D. (2010, October). A strategy to improve student's motivation levels in programming courses. 2010 IEEE Frontiers in Education Conference (FIE) (pp. F4F-1). IEEE.
National Research Council. (1999). Improving student learning: A strategic plan for education research and its utilization. National Academies Press.
Navarro-Prieto, R. & Canas, J. J. (2001). Are visual programming languages better? The role of imagery in program comprehension. International Journal of Human-Computer Studies, 54(6), 799-829.
Novak, J. D. (1977). An Alternative to Piagetian Psychology for Science and Mathematics Education. Science Education, 61(4), 453-77.
Nunnally, J. C. & Bernstein, I. H. (1978). Psychometric theory mcgraw-hill new york. The role of university in the development of entrepreneurial vocations: A Spanish Study, 387-405.
O'Brien, M. P., Buckley, J., & Shaft, T. M. (2004). Expectation‐based, inference‐based, and bottom‐up software comprehension. Journal of Software Maintenance and Evolution: Research and Practice, 16(6), 427-447.
Papert, S. (1980). Teaching children to be mathematicians us. teaching about mathematics (No. 249). memo.
Pardamean, B. (2014). Enhancement of creativity through logo programming. American Journal of Applied Sciences, 11(4), 528.
Pennington, N. (1987). Stimulus structures and mental representations in expert comprehension of computer programs. Cognitive Psychology, 19(3), 295-341.
Permatasari, L., Yuana, R. A., & Maryono, D. (2018). Implementation of Scratch application to improve learning outcomes and student motivation on basic programming subjects. Journal of Informatics and Vocational Education, 2(2).
Piaget, J. & Cook, M. T. (1952). The origins of intelligence in children. New York, USA: International University Press.
Piaget, J. (1967). On the development of memory and identity.
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1993). Reliability and predicative validity of the motivated strategies for learning questionnaire (MSLQ). Educational and Psychological Measurement, 53(3), 801-813.
Prensky, M. (2001). The games generations: How learners have changed. Digital Game-Based Learning, 1(1), 1-26.
Pressley, M., Harris, K. R., & Marks, M. B. (1992). But good strategy instructors are constructivists! Educational Psychology Review, 4(1), 3-31.
Radu, I. & MacIntyre, B. (2009, June). Augmented-reality scratch: A children's authoring environment for augmented-reality experiences. Proceedings of the 8th International Conference on Interaction Design and Children (pp. 210-213).
Robins, A., Rountree, J., & Rountree, N. (2003). Learning and teaching programming: A review and discussion. Computer Science Education, 13(2), 137-172.
Robinson, D. H. (1997). Graphic organizers as aids to text learning. Literacy Research and Instruction, 37(2), 85-105.
Rogalski, J. & Samurçay, R. (1990). Acquisition of programming knowledge and skills. Psychology of programming (pp. 157-174). Academic Press.
Román-González, M., Pérez-González, J. C., & Jiménez-Fernández, C. (2017). Which cognitive abilities underlie computational thinking? Criterion validity of the Computational Thinking Test. Computers in Human Behavior, 72, 678-691.
Sáez-López, J. M., Román-González, M., & Vázquez-Cano, E. (2016). Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools. Computers & Education, 97, 129-141.
Saito, D. & Yamaura, T. (2013, August). A new approach to programming language education for beginners with top-down learning. Proceedings of 2013 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) (pp. 752-755). IEEE.
Schulte, C., Clear, T., Taherkhani, A., Busjahn, T., & Paterson, J. H. (2010). An introduction to program comprehension for computer science educators. Proceedings of the 2010 ITiCSE Working Group Reports, 65-86.
Shneiderman, B. & Mayer, R. (1979). Syntactic/semantic interactions in programmer behavior: A model and experimental results. International Journal of Computer & Information Sciences, 8(3), 219-238.
Shneiderman, B. & Mayer, R. E. (1975). Towards a cognitive model of programmer behavior. Computer Science Department, Indiana University.
Shneiderman, B. (1977). Measuring computer program quality and comprehension. International Journal of Man-Machine Studies, 9(4), 465-478.
Siegmund, J. (2016, March). Program comprehension: Past, present, and future. 2016 IEEE 23rd International Conference on Software Analysis, Evolution, and Reengineering (SANER) (Vol. 5, pp. 13-20). IEEE.
Sittiyuno, S. & Chaipah, K. (2019, July). ARCode: Augmented reality application for learning elementary computer programming. 2019 16th International Joint Conference on Computer Science and Software Engineering (JCSSE) (pp. 32-37). IEEE.
Smeets, E. (2005). Does ICT contribute to powerful learning environments in primary education? Computers & Education, 44(3), 343-355.
Squire, K. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62.
Theodorou, C. & Kordaki, M. (2010). Super mario: A collaborative game for the learning of variables in programming. International Journal of Academic Research, 2(4).
Vogel-Walcutt, J. J., Del Giudice, K., Logan, F., & Nicholson, D. (2013). Using a video game as an advance organizer: Effects on development of procedural and conceptual knowledge, cognitive load, and casual adoption. Journal of Online Learning and Teaching, 9(3), 376.
Walberg, H. J. & Paik, S. J. (2000). Effective educational practices. Geneva, Switzerland.
Walczak, K., Wojciechowski, R., & Cellary, W. (2006, November). Dynamic interactive VR network services for education. Proceedings of the ACM Symposium on Virtual Reality Software and Technology (pp. 277-286).
Wang, H. Y., Duh, H. B. L., Li, N., Lin, T. J., & Tsai, C. C. (2014). An investigation of university students’ collaborative inquiry learning behaviors in an augmented reality simulation and a traditional simulation. Journal of Science Education and Technology, 23(5), 682-691.
Wang, L. C. & Chen, M. P. (2010, April). Learning programming concepts through game design: A PCT perspective. 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 219-221). IEEE.
Wang, M., Callaghan, V., Bernhardt, J., White, K., & Peña-Rios, A. (2018). Augmented reality in education and training: Pedagogical approaches and illustrative case studies. Journal of Ambient Intelligence and Humanized Computing, 9(5), 1391-1402.
Weil, M., Calhoun, E., & Joyce, B. (2000). Models of teaching. Allyn and Bacon.
Weintrop, D. & Wilensky, U. (2015, August). Using commutative assessments to compare conceptual understanding in blocks-based and text-based programs. Proceedings of the Eleventh Annual International Conference on International Computing Education Research (pp. 101-110).
Weintrop, D. & Wilensky, U. (2019). Transitioning from introductory block-based and text-based environments to professional programming languages in high school computer science classrooms. Computers & Education, 142, 103646.
West, M. & Ross, S. (2002). Retaining females in computer science: A new look at a persistent problem. Journal of Computing Sciences in Colleges, 17(5), 1-7.
Wilson, A. & Moffat, D. C. (2010, September). Evaluating Scratch to Introduce Younger Schoolchildren to Programming. PPIG (Vol. 1, No. 1, pp. 1-12).
Wilson, A., Hainey, T., & Connolly, T. M. (2013). Using Scratch with primary school children: An evaluation of games constructed to gauge understanding of programming concepts. International Journal of Game-Based Learning (IJGBL), 3(1), 93-109.
Wong, A., Leahy, W., Marcus, N., & Sweller, J. (2012). Cognitive load theory, the transient information effect and e-learning. Learning and Instruction, 22(6), 449-457.
Wu, W. Y., Chang, C. K., & He, Y. Y. (2010, May). Using Scratch as game-based learning tool to reduce learning anxiety in programming course. Global learn (pp. 1845-1852). Association for the Advancement of Computing in Education (AACE).
Zimmerman, B. J. & Schunk, D. H. (Eds.). (2001). Self-regulated learning and academic achievement: Theoretical perspectives. Routledge.