本研究主要目的在於探討「心智圖法應用於程式設計」對高中生創造力之影響。 本研究採準實驗設計,以臺北市某高中一年級二個班級為研究對象。ㄧ班為實驗組,進行心智圖法應用於程式設計課程,另一班為控制組進行傳統程式範例教學,依據威廉斯創造性思考活動中的總分從實驗組分別選取高創造力學生9名、低創造力學生10名進行App Inventor程式設計之思維歷程分析。 本研究以「威廉斯創造力測驗」包含威廉斯創造性思考活動、威廉斯創造性傾向量表,以相依樣本t檢定、共變數分析與描述性統計進行資料分析,藉此探討心智圖法應用於程式設計對高中生創造力之影響;質性資料包括操作擷取畫面、課間觀察與對話、App Inventor實作歷程作品,用以分析學生學習App Inventor程式設計之思維歷程。 研究結果如下: 一、接受心智圖於程式設計課程教學後學生之創造力未優於接受傳統程式範例教學後學生之創造力。 二、不同創造力學生呈現相異的創作思維歷程。
The major purpose of this study is to investigate the effect of mind mapping on the first grade senior high school students’ creativity in the programming course. This study adopted quasi experimental design to conduct a learning experiment for programming course. The subjects are first grade students from 2 classes in Taipei city, and they were divided into experiment group and control group. The experiment group accepted the teaching of mind mapping strategy, and the control group accepted the teaching of traditional example-based strategy. The experiment lasted for 8 weeks. So as probe into the learners’ thinking process of App Inventor programming, this study selected 19 students including low-achieved, and high achieved learners. The instruments including Williams creative activity inventory, Williams creativity tendency scale were employed. The data collected were analyzed by pair-wised t test, one-way ANCOVA, and descriptive statistical methods. The quality data, collected from picture when learners design their work, observation in class, and App Inventor works, were used for analyzing the students’ thinking process of App Inventor programming. The results are depicted as follows: 1. There was no significant difference in creativity between the students of experiment group who were accepted mind mapping method into programming course and the students of control group who were accepted traditional example-based strategy. 2. For the App Inventor work design and flow plan, the high achieved learners showed continuous and fluent thinking process, low-achieved learners show stuck and inefficient thinking process.