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  • 學位論文

台灣地區2008-2016年國小Scratch程式教育碩士學位論文之內容分析

A Content Analysis of Taiwanese Theses regarding Scratch Programming Education in the Elementary School from 2008 to 2016

指導教授 : 許衷源

摘要


隨著新興科技不斷進步,程式教育在各國逐漸受到重視。近年來許多研究發現國小實施Scratch程式教育後,不但有助於提昇學童學習成效與日常生活中的解決問題能力,更能增進學童創造力、合作學習與溝通技巧。這些能力亦是九年一貫課程中培養人材的重要指標。為進一步瞭解台灣國小程式教育研究的現況,深入探討課程設計相關問題,並歸納其研究脈絡,提供未來研究者之參考。本研究採用文獻回顧的方式,針對2008年至2016年十年間台灣國小實施Scratch程式教育相關碩士學位論文共計35篇之內容進行分析探討。採內容分析法並利用MaxQDA軟體進行編碼、歸類、整理等資料分析。研究結果發現: 一、 台灣國民小學實施Scratch程式設計教育之研究,以師範大學與教育大學為主。 二、 研究對象主要為國小高年級學童。 三、 研究問題主要探討在學習成效與學習態度。 四、 在研究工具方面,學習風格主要使用Felder-Silverman學習風格量表、問題解決主要使用詹秀美與吳武典(1991)所設計的問題解決測驗、邏輯推理則使用瑞文氏標準圖形推理測驗、學習成就與態度部份則常使用張文奇(2009)Scratch學習成就測驗和Scratch學習態度量表。 五、 研究類型部份主要以質量化混合方式居多,量化方式居次。 六、 教學方面建議,以「延長課程及教學的期程,以利學童能夠充分練習」提出次數最多;研究方面建議,以「增進不同樣本與加入質性研究,讓研究層面更具深度」提出次數最多;設備方面建議,以「建議設備可以配備電腦繪圖板,讓國小資訊教育在實施Scratch時,能夠擁有更優質的教學環境」次數為最多。

並列摘要


Programming education has been receiving a growing attention around the world. Findings from a number of studies found that programming education can help elementary school students enhance problem-solving ability, creativity, cooperation, and communication. All these critical skills are related to 21-century skills. Thus, by using content analysis approach, this research aimed to review programming research conducted from 2008 to 2016 in order to analyze research purposes, methodology, findings and suggestions. A total of 35 studies were collected. By using the software package MaxQDA, the findings were listed below: 1. The targeted studies were mainly conducted by either Normal University system or University of Education. 2. The participants of the targeted studies were mainly 5th and 6th graders. 3. The research questions of the targeted studies mainly emphasized on examining students’ learning performance and learning attitudes. 4. The most common used instruments for learning styles, problem-solving, and abstract reasoning were the Fielder-Silverman learning style scale, the problem-solving scale developed by Chan and Wu (1991), Raven's progressive matrices. The most common used instruments for Scratch learning outcomes and attitudes were Chang’s (2009) Scratch learning performance and attitude scale. 5. The selected studies were mainly adopting both quantitative and qualitative methods. Secondly, they were using quantitative method. 6. The most frequent suggestions proposed by the targeted studies were extending the instructional time, recruiting different participants, adopting qualitative research method, and providing computer graphics boards in the class.

參考文獻


林美娟(2008)。國中小實施程式設計教學之適切性探究。中等教育,59(4),58-77。
中文︰
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