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姓名 林于瑄(Yu-Hsuan Lin)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 一個應用紙本運算與數位化於程式設計學習使程序性思維可視化的機制
(A mechanism for applying paper computing and digitization to programming learning for making procedural thinking visible)
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摘要(中) 程式設計已然成為現代社會的必備技能,但對於初學者來說,這並不是件容易的事,需要透過有策略的方式更能有效的學習。儘管現今已推出視覺化的環境,用以幫助學習程式設計,但都依賴個人電腦,在資源不足的地區,容易造成資源分配不均,此外,它們仍缺乏使學習者擁有像程式執行般的思考流程。紙本在教學中仍是種無所不在的材料,擁有靈活且低成本的特性,將程式設計元素應用在紙本學習中,利用紙本運算的方式,提供一種有形且看的見的程式。然而,基於紙本的學習仍有一定侷限的運算能力。因此,本研究實現了使學習者擁有程序性思維,將其思維可化與紙本學習機制結合,幫助學習者學習,並透過手機連結使得紙本運算數位化,即時驗證學習結果,避免錯誤的概念無法即時被糾正。本研究使用了提出之系統進行了教學實驗,針對程式設計的基本概念和演算法的學習成效進行探討,其結果顯示,整體的學習成效和在排序演算法的學習成效皆優於直接在電腦上學習的控制組,因此,基於紙本學習並利用手機即時驗證學習結果的學習方式對於學習程式設計具有正面的效果。
摘要(英) Programming has become a necessary skill for modern society, but it is not easy for beginners and requires a strategic approach to learn more effectively. Although visual environments have been introduced to help learn to program, they rely on personal computers. In under-resourced areas, this can lead to an uneven distribution of resources. Additionally, they still lack the thought processes that allow learners to think like the execution of a program. Paper is still a ubiquitous material in education, with flexibility and low cost. The application of programming elements to paper-based learning provides a tangible and visible program using paper computing. However, paper-based learning is still limited in its computing power. Therefore, this study realizes procedural thinking for the learners. Making procedural thinking visible is combined with the paper-based learning mechanism to help learners learn. The paper computing is digitized through a mobile phone connection, and the learning results are verified immediately to avoid misconceptions that cannot be corrected. In this study, the proposed system was used to conduct a teaching experiment to investigate the learning effectiveness of the basic concepts of programming and algorithms. The results show that both the overall programming skills and sorting algorithms are learned better than the control group learned directly on the computer. Therefore, the learning method based on paper-based learning and immediate verification of learning results using mobile phones has a positive effect on the learning of programming.
關鍵字(中) ★ 程式設計
★ 基於紙本學習
★ 紙本運算
★ 使程序性思維可視化
★ 從紙本到數位
★ 即時驗證
關鍵字(英) ★ Programming
★ Paper-based learning
★ Paper computing
★ Make procedural thinking visible
★ From paper to digital
★ Real-time validate
論文目次 摘要 i Abstract ii
目錄 iv
一、 緒論 1
1.1 研究背景與動機 ............... 1
1.2 研究目標 ............... 4
1.3 研究問題與解法 ............... 4
二、 文獻探討 7
2.1 運算思維與學習程式設計 ............... 7
2.2 可視化學習程式設計與演算法 ............... 8
2.3 使思維可視化與使程序性思維可視化 ............... 8
2.4 基於紙本學習 ............... 9
2.5 紙本運算 ............... 9
2.6 從紙本到數位 ............... 10
三、 系統設計與實作 11
3.1 設計概述 ............... 11
3.2 紙本設計 ............... 13
3.2.1 設計理念 ............... 13 iv
3.2.2 設計元素 ............... 14
3.2.3 學習流程-泡沫排序法 ............... 15
3.3 數位系統實作 ............... 18
3.3.1 生成 ArUco 標記 ............... 20
3.3.2 拍下學習者排出的順序 ............... 21
3.3.3 ArUco 檢測後輸出 JSON ............... 21
3.3.4 Scratch 讀取 JSON ............... 22
3.3.5 在 Scratch 檢視結果............... 25
四、 實驗設計 27
4.1 研究對象 ............... 27
4.2 學習內容 ............... 27
4.2.1 實驗組 ............... 27
4.2.2 控制組 ............... 29
4.3 實驗流程 ............... 33
4.3.1 程式設計能力前測驗 ............... 34
4.3.2 實驗內容 ............... 35
4.3.3 程式設計能力後測驗 ............... 36
五、 實驗結果與討論 37
5.1 描述統計分析結果 ............... 37
5.2 學習成效分析工具 ............... 38
5.2.1 常態分佈檢定 ............... 39
5.2.2 迴歸係數同質性檢定 ............... 40
5.2.3 變異數同質性檢定 ............... 41
5.2.4 共變異數分析 ............... 41
5.3 排序法之學習成效分析 ............... 42
5.4 參與者回饋 ............... 45
5.5 學習成效結果討論 ............... 47
5.6 研究限制 ............... 49
六、 結論與未來展望 50
6.1 結論 ............... 50
6.2 未來展望 ............... 51
參考文獻 53
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指導教授 莊永裕(Yung-Yu Zhuang) 審核日期 2022-7-13
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