Cultivating Creativity and Improving Coding Skills in Primary School Students via Domain-General and Domain-Specific Learning Scaffoldings

被引:3
作者
Su, Shih-Wen [1 ]
Chen, Li-Xian [1 ]
Yuan, Shyan-Ming [1 ]
Sun, Chuen-Tsai [1 ]
机构
[1] Natl Yang Ming Chiao Tung Univ, Inst Comp Sci & Engn, Dept Comp Sci, Hsinchu 30010, Taiwan
关键词
self-regulated learning; visual programming; creativity; coding; Scratch; learning scaffolding methods; primary education; COMPUTATIONAL THINKING; COMPUTER-SCIENCE; GAME DESIGN; EDUCATION; ACHIEVEMENT; TECHNOLOGY; CONTRIBUTE; LANGUAGES; SYSTEMS;
D O I
10.3390/educsci14070695
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The transformative wave of generative AI is reshaping the creative thinking processes of learners, posing a significant challenge to education and industry in cultivating technological literacy and creativity. This study delves into the exploration of how learners can effectively tackle new challenges by deconstructing fragments from a macro perspective and generating innovative methods or concepts. In the Scratch visual programming environment, learners in the self-regulated learning mode observed entire functioning projects, facilitating easy disassembly and learning, namely by using Code Decomposed by Learner (CDBL). A total of 104 fifth-grade students were divided into two learning scaffoldings: (1) domain-general, learning from the top down (CDBL-TD), and (2) domain-specific, learning from the bottom up (CDBL-BU). Students in the CDBL-TD group exhibited a high degree of completion, strong exploration abilities, and the willingness to experiment with unlearned functions. Although there was no significant difference in originality between the two groups, students in the CDBL-TD group showcased greater uniqueness in designing characters or items within the game. This study introduces a novel programming learning scaffolding, offering instructors a tool to guide students' creativity and enhance their programming capabilities.
引用
收藏
页数:20
相关论文
共 75 条
[1]   Programming education in the frameworks of reverse engineering and theory of didactical situations [J].
Abdusselam, Mustafa Serkan ;
Turan-Guntepe, Ebru ;
Durukan, Ummu Gulsum .
EDUCATION AND INFORMATION TECHNOLOGIES, 2022, 27 (05) :6513-6532
[3]   THE MIDPOINT ON A 5-POINT LIKERT-TYPE SCALE [J].
ARMSTRONG, RL .
PERCEPTUAL AND MOTOR SKILLS, 1987, 64 (02) :359-362
[4]   Scaffolding self-regulated learning and metacognition - Implications for the design of computer-based scaffolds [J].
Azevedo, R ;
Hadwin, AF .
INSTRUCTIONAL SCIENCE, 2005, 33 (5-6) :367-379
[5]   Why is externally-facilitated regulated learning more effective than self-regulated learning with hypermedia? [J].
Azevedo, Roger ;
Moos, Daniel C. ;
Greene, Jeffrey A. ;
Winters, Fielding I. ;
Crornley, Jennifer G. .
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2008, 56 (01) :45-72
[6]  
Bibi A, 2018, Malaysian online journal of educational sciences, V6, P48
[7]   REVERSE ENGINEERING - AN EVALUATION OF PROSPECTIVE NONCONTACT TECHNOLOGIES AND APPLICATIONS IN MANUFACTURING SYSTEMS [J].
BIDANDA, B ;
MOTAVALLI, S ;
HARDING, K .
INTERNATIONAL JOURNAL OF COMPUTER INTEGRATED MANUFACTURING, 1991, 4 (03) :145-156
[8]  
Brennan K., 2012, P 2012 ANN M AM ED R, DOI DOI 10.1007/978-3-319-64051-89
[9]  
Brennan K., 2013, P 44 ACM TECHN S COM, P463, DOI DOI 10.1145/2445196.2445336
[10]   Toward a Theory of Game-Media Literacy: Playing and Building as Reading and Writing [J].
Caperton, Idit Harel .
INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS, 2010, 2 (01) :1-16