簡易檢索 / 詳目顯示

研究生: 楊士青
Shih-Ching Yang
論文名稱: 高中生以 Greenfoot 學習 Java 程式設計的學習效果
Exploring the learning effects of teaching Java programming with Greenfoot for senior high school students
指導教授: 吳正己
Wu, Cheng-Chih
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: 2013
畢業學年度: 101
語文別: 英文
論文頁數: 96
中文關鍵詞: Greenfoot程式設計微世界學習興趣探索式學習
英文關鍵詞: Greenfoot, programming, microworld, learning interest, explorational learning
論文種類: 學術論文
相關次數: 點閱:247下載:14
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
  • 程式設計是電腦科學教育的重要一環,但是對初學者來說確相當困難。本研究使用Greenfoot程式發展環境並以微世界(microworld)及建構主義的理念來輔助學生學習。Greenfoot是用來學習Java程式設計的微世界架構(microworld framework),以支援教學活動,提昇學生的學習興趣,支援學生的探索式學習。
    本研究進行為期八週的Greenfoot課程,實施對象為四十位高中一年級學生。課程內容涵蓋Kölling的Greenfoot教科書第一到第五章,另外加上了四個補充案例,作為學生課堂練習之用。本研究蒐集資料以質性方法為主,包括無干擾現場觀察、學生作業方析、學生問卷及教師訪談,以瞭解使用Greenfoot之學習成效。
    研究結果顯示,學生對Greenfoot提供的聲光動畫功能很感興趣,但隨著程式案例難度的增加,興趣逐漸降低;學生對於將一個案例中學到的技能,轉移到另一個案例上,感到相當困難;此外,學生喜歡嚐試修改Greenfoot案例,使其產生不同的動畫效果,有助於他們觀察程式行為,達到程式設計學習之目的。建議教師在教材設計上以觀念為主,發揮Greenfoot的優點,在案例中加入更多的聲光動畫功能,並支援更多學生的探索式學習。

    Learning to program is an important topic in computer science education, but is difficult for novice programmers. This study sought to assist the learning of the students with the Greenfoot programming environment and the idea of constructive learning. Greenfoot is a microworld framework that is dedicated to learning Java programming, in order to support the teaching, create the learning interests and support the explorational learning of the students.
    An eight-week Greenfoot class was given to a class of 40 senior high school students of 10th grade. The class covers Chapter 1 to 5 of the Kölling’s Greenfoot textbook, with four additional scenarios are given the students for the practice of the class. The data are collected primary through qualitative methods, including unobtrusive qualitative field observation, student project analysis, student survey, and teacher interview, in order to evaluate the learning effect with Greenfoot.
    The results show that the students display their interest with the sounds and animation functionality of Greenfoot in their learning process, but their interest decrease in time as the level of difficulty increases. The students have difficulty to transfer the skills they learned from one scenario to another. The students like to modify the Greenfoot scenarios in order to create their own animation effects. The modification of the Greenfoot scenarios helps them observe the behaviors of their programs and learn to program. Future teaching materials should focus on programming concepts instead of scenarios. More sounds and animations and explorational learning supports should also be added to the scenarios to employ the benefits of Greenfoot.

    List of Tables ix List of Figures x 1. Introduction 1 1.1 Learning to Program with Java 1 1.2 Greenfoot as a Programming Microworld Framework 2 1.3 Research Statement 4 2. Literature Review 7 2.1 Review of the Microworlds 7 2.1.1 The Theories of the Microworlds 7 2.1.2 The Logo Programming Language 8 2.1.3 Karel the Robot 9 2.1.4 Alice 11 2.1.5 Scratch 13 2.1.6 Greenfoot 15 2.2 Study of the Learning Effect of the Microworld 18 2.3 Previous Research Greenfoot 19 3. Research Method 21 3.1 Participants 21 3.1.1 The Students 21 3.1.2 The Teacher 21 3.2 Research Tools 22 3.2.1 The Greenfoot Software 22 3.2.2 The Questionnaire of the Student Survey 23 3.2.3 The Outlines of the Teacher Interview 24 3.3 Instructional Design 24 3.4 Procedures 26 3.5 Data Collection and Analysis 28 3.5.1 Field Observation 28 3.5.2 The Uploaded Projects of the Students 31 3.5.3 The Student Survey 31 3.5.4 The Teacher Interview 31 4. Results and Discussion 33 4.1 The Overall Attitude of Interest and Exploration of the Students 33 4.2 The Engaging Functionality of Greenfoot 34 4.3 The Exploration and Active Learning Behaviors of the Students 36 4.4 The Discoverability of Greenfoot 39 4.5 The Flexibility of Greenfoot 40 4.6 The Achievement of the Students 41 4.7 The Difficulty in the Practice of the Students 41 4.8 The English Language Issue 43 5. Conclusions 45 5.1 The Interest of the Students 45 5.2 The Exploration of the Students 46 5.3 The Difficulties of the Students 46 References 49 Appendices 55 A. The Student Survey Questionnaire 57 B. The Outlines of the Teacher Interview 59 C. The Greenfoot Class 60 Week 1 Introduction 60 Week 2 if-statement 63 Week 3 Creating Objects (The new Command) 64 Week 4 Practice: if-statement 65 Week 5 Variables, with Practice 66 Week 6 Loops and Arrays 67 Week 7 Practice: Loops and Arrays 68 Week 8 Comprehensive Practice 69 D. The Observation Items 70 E. A Sample Observation Sheet 72 F. Examples of Raw Field Observation Records 73 G. A Sample Transcription Sheet 74 H. The Definitions of the Tags 75 I. Examples of Transcribed Records 79

    1: 教育部 (2008). 普通高級中學選修科目「資訊科學」課程綱要. Retrieved from the Minister of Education website: http://www.edu.tw/pages/detail.aspx?Node=3015&Page=8657
    2: TIOBE Software (2013, July). TIOBE Programming Community Index for July 2013. Retrieved 9 May 2013, from http://www.tiobe.com/index.php/content/paperinfo/tpci/
    3: Gartner, Inc. (2013, February 13). Gartner Says Worldwide Mobile Phone Sales Declined 1.7 Percent in 2012. Retrieved from https://www.gartner.com/newsroom/id/2335616
    4: Carter, D. P. (2009). AP computer science teachers’ guide. Retrieved from the College Board website: http://apcentral.collegeboard.com/apc/public/courses/teachers_corner/4483.html
    5: Jenkins, T. (2002, August). On the difficulty of learning to program. In Proceedings of the 3rd Annual Conference of the LTSN Centre for Information and Computer Sciences, 53-58. doi:
    6: Papert, S. (1980). Computer-based microworlds as incubators for powerful ideas. The computer in the school: Tutor, tool, tutee, 203-210. New York, NY: Teachers College Press.
    7: Free Software Foundation (1991). GNU General Public License, version 2. Retrieved from https://www.gnu.org/licenses/gpl-2.0.html
    8: Henriksen, P., and Kölling, M. (2004). Greenfoot: combining object visualisation with interaction. In OOPSLA '04 Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications, 73-82. doi:10.1145/1028664.1028701
    9: Kölling, M. (2010). The Greenfoot programming environment. ACM Transactions on Computing Education (TOCE), 10(4), 1-21. doi:10.1145/1868358.1868361
    10: Latour, L. (1995). Microworlds. Retrieved from http://www.umcs.maine.edu/~larry/microworlds/microworld.html
    11: diSessa, A. A. (2000). Changing minds: Computers, learning, and literacy. MIT Press.
    12: Papert, S. and Harel, I. (1991). Situating Constructionism. Constructionism, . New York, NY: Ablex Publishing Corporation.
    13: Feurzeig, W. (1969, March). Computer Systems for Teaching Complex Concepts. Retrieved from http://oai.dtic.mil/oai/oai?verb=getRecord&metadataPrefix=html&identifier=AD0684831
    14: Cynthia Solomon (n.d.). Logo, Papert and Constructionist Learning. Retrieved from http://logothings.wikispaces.com/
    15: Boytchev, P. (2013, June). Logo Tree Project. Retrieved from http://www.elica.net/download/papers/LogoTreeProject.pdf
    16: Pattis, R. E. (1981). Karel the Robot: A Gentle Introduction to the Art of Programming. New York, NY: John Wiley & Sons, Inc.
    17: Bergin, J. (1996). Karel++: A Gentle Introduction to the Art of Object-Oriented Programming. New York, NY: John Wiley & Sons, Inc.
    18: Bergin, J., Stehlik, M., Roberts, J., Pattis, R. E. (2005). Karel J Robot: A Gentle Introduction to the Art of Object-Oriented Programming in Java. CafePress.
    19: Bergin, J., Stehlik, M., Roberts, J., Pattis, R. E. (2008). Monty Karel: A Gentle Introduction to the Art of Dynamic Object-Oriented Programming in Python. CafePress.
    20: Bergin, J., Stehlik, M., Roberts, J., Pattis, R. E. (2012). Karel R Tuesday: A Gentle Introduction to the Art of Dynamic Object-Oriented Programming in Python. CafePress.
    21: Wellenius, H. L. (2003). JKarel: A Stepping-stone to Object-oriented Programming in Java (Doctoral dissertation, Harvard University).
    22: Elkner, J.2 (2004). The Guido van Robot Programming Language. Retrieved from http://gvr.sourceforge.net/
    23: Cooper, S. (2010, November). The Design of Alice. ACM Transactions on Computing Education (TOCE), 10(4). doi:10.1145/1868358.1868362
    24: Cooper, S., Kölling, M., Maloney, J., Resnick, M., and Utting, I. (2010, November). Alice, Greenfoot, and Scratch – A Discussion. ACM Transactions on Computing Education (TOCE), 10(4). doi:10.1145/1868358.1868364
    25: Brennan, K., Eastmond, E., Hernández, Andrés M., Kafai, Y., Maloney, J., Millner, A., Resnick, M., Rosenbaum, E., Rusk, N., Silver, J., and Silverman, B. (2009, November). Scratch: Programming for all. Communications of the ACM, 52(11), 60-67. doi:10.1145/1592761.1592779
    26: Eastmond, E., Maloney, J., Resnick, M., Rusk, N., and Silverman, B. (2010, November). The Scratch programming language and environment. ACM Transactions on Computing Education (TOCE), 10(4). doi:10.1145/1868358.1868363
    27: The Logo Foundation (n.d.). Logo Software. Retrieved July 11, 2013, from http://el.media.mit.edu/logo-foundation/products/software.html
    28: Kölling, M. (2010). Introduction to programming with Greenfoot: Object-Oriented Programming in Java with Games and Simulations. Prentice Hall Press.
    29: Brindley, G., Eccleston, G., and McDermott, R. (2008, June). More than a good story – Can you really teach programming through storytelling?. Innovation in Teaching And Learning in Information and Computer Sciences, 7(1). doi:10.11120/ital.2008.07010034
    30: Yu-Tzu, L. (2011). Effects of Game-oriented Teaching Material on Senior High School Students’ Programming Learning (Master thesis, National Taiwan Normal University).
    31: Al-Bow, M., Austin, D., Edgington, J., Fajardo, R., Fishburn, J., Lara, C., Leutenegger, S., and Meyer, S. (2008, August). Using Greenfoot and games to teach rising 9th and 10th grade novice programmers. In Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, 55-59. doi:10.1145/1401843.1401853
    32: Al-Bow, M., Austin, D., Edgington, J., Fajardo, R., Fishburn, J., Lara, C., Leutenegger, S., and Meyer, S. (2009, July). Using game creation for teaching computer programming to high school students and teachers. In ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education, 104-108. doi:10.1145/1595496.1562913
    33: Aedo, I., Díaz, P., Díez, D., and Montero, S. (2010, April). Dual instructional support materials for introductory object-oriented programming: Classes vs. objects. In Education Engineering (EDUCON), 2010 IEEE, 1929-1934. doi:10.1109/EDUCON.2010.5492438
    34: Murphy, B. and Villaverde, K. (2012). Senior project: Game development using Greenfoot. Journal of Computing Sciences in Colleges, 27(4), 1929-1934.
    35: DiSalvo, B., Guzdial, M., and Simmons, S. (2012). Using game development to reveal programming competency. In FDG '12 Proceedings of the International Conference on the Foundations of Digital Games, 89-96. doi:10.1145/2282338.2282359

    下載圖示
    QR CODE