博碩士論文 108522603 完整後設資料紀錄

DC 欄位 語言
DC.contributor資訊工程學系zh_TW
DC.creator鄔坦美zh_TW
DC.creatorYuniati Dwi Utamien_US
dc.date.accessioned2021-10-4T07:39:07Z
dc.date.available2021-10-4T07:39:07Z
dc.date.issued2021
dc.identifier.urihttp://ir.lib.ncu.edu.tw:88/thesis/view_etd.asp?URN=108522603
dc.contributor.department資訊工程學系zh_TW
DC.description國立中央大學zh_TW
DC.descriptionNational Central Universityen_US
dc.description.abstract學習編程對於程式初學者而言是有難度的,因為他們會面臨一些令人不愉快的 過程,例如 : 解決問題、了解新事物、培養邏輯思考的能力。學習寫程式也可以透過玩 桌遊這樣不插電的活動。桌遊對於多數人來說唾手可得、隨時隨地皆可遊玩,且通常 具備相對親民的價格。目前有許多桌遊都可以促進學習者的計算思維,其設計也具備 了一些編程要素,但大多數的桌遊在遊玩時都是一次走一步,學習者需要一種棋盤遊 戲的機制,可以模擬存儲他們的想法,並通過使用透明層使其可見和可追溯。基於現 有的桌遊,我們設計了一款桌遊不單單只是一次走一步,而是還能夠讓思考過程變成 可見概念及內儲程式概念。這款程式學習桌遊我們稱它為 “多層次計算思維”。 本論文中所提出的桌遊能夠藉由透明層保留學習者的思考過程,並提供學習者 在遊戲後進行反思。我們的桌遊具備計算思維的概念及技巧,以及控制程序流程的基 本結構,例如 : 循序(sequence)、選擇(selection)、迴圈(loop)。我們的卡片設計採納 了 Scratch 方塊,透過這些卡片學習者能夠體驗到基於方塊的視覺化程式設計(block- based visual programming)。学习者在完成棋盘游戏和练习后,可以在 Scratch 环 境中轻松检查程序是否正确。量化資料分析的結果會用來探討使用者對我們的桌遊的 看法。我們使用了基於四個維度的內在動機量表 (Intrinsic Motivation Inventory ; IMI) 問卷,其四個維度分別是興趣/享受、努力/重要性、壓力/緊張和價值/有用性。數據分 析的結果指出我們提出的桌遊能夠引起參與者的興趣,且令使用者享受遊玩桌遊的過 程,此外這款桌遊也能夠用來學習編程,即便在學習過程中可能需要花費一些心力。zh_TW
dc.description.abstractLearning programming for novice programmers is difficult for them. They will face unpleasant processes such as problem-solving, understanding new things, and logical thinking capabilities. Learning programming can use unplugged activities, such as board games. Board games were accessible to everyone, anywhere and anytime, which are more affordable to them. Currently, various board games can foster learners’ computational thinking and have programming elements, but they are mostly operated on one step at one time. Learners need a mechanism from board games that can simulate to store their thinking and make it visible and traceable by using a transparent layer. Based on current board games that have already been developed, we designed a board game that not just operated on one step at one time. We designed a board game that implemented making thinking visible concept and stored program concept, namely Cothi Mula board game for learning programming. In this study, our board game can store learners’ thinking on a transparent layer and make it visible for later reflection. Our board game has computational thinking concepts and skills, and a basic structure of control to construct a program, i.e., sequence, selection, and loop. Learners experience block-based visual programming through our cards design that adopted Scratch block. Learners can easily check whether the program was correct or not in the Scratch environment after they finished playing the board game and exercises. Quantitative data analysis was collected to investigate learners’ perceptions of playing our board game. We used the Intrinsic Motivation Inventory (IMI) questionnaire based on four dimensions, namely Interest/Enjoyment, Effort/Importance, Pressure/Tension, and Value/Usefulness. Based on data analysis, found that our board game can attract participant interest, they enjoyed playing our board game, and this board game can be used to learning programming, but they need some effort to play our board game.en_US
DC.subject編程zh_TW
DC.subject計算思維zh_TW
DC.subject基於桌遊的學習zh_TW
DC.subject用於學習編程的棋盤遊戲zh_TW
DC.subject內儲程式 概念zh_TW
DC.subject思考過程可視化zh_TW
DC.subjectprogrammingen_US
DC.subjectcomputational thinkingen_US
DC.subjectboard game-based learningen_US
DC.subjectboard game for learning programmingen_US
DC.subjectstored-program concepten_US
DC.subjectmake thinking visibleen_US
DC.title設計具有可視化思維工具和程式作為單一步的 輔助學習程式之棋盤式遊戲zh_TW
dc.language.isozh-TWzh-TW
DC.titleDesign of Cothi Mula Board Game with Making Thinking Visible and Program as a Step for Learning Programming Without a Computeren_US
DC.type博碩士論文zh_TW
DC.typethesisen_US
DC.publisherNational Central Universityen_US

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