透過您的圖書館登入
IP:18.191.5.239
  • 學位論文

自我反思活動對高中生程式設計學習成效與創造力之探討

Exploring the Effects of Self-Reflection on Learning Performance and Creativity of High School Programming Learning

指導教授 : 陳明溥
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


本研究旨在探討運用自我反思活動,對於學習者程式設計學習成效以及創造力之影響。研究方法採準實驗研究設計,將83位高中一年級學生隨機分派至重點提示組、問題引導組、或控制組進行學習活動。 研究結果發現,在程式設計成效上,(1)程式碼評估方面,各組間沒有顯著差異;(2)程式碼產生方面,問題引導組顯著優於重點提示組與控制組;(3)程式設計問題解決之創意表現方面,重點提示組與問題引導組在創意表現的流暢性與獨創性顯著優於控制組,但在創意表現的精密性,三組間則無顯著差異。而在威廉斯創造力測驗表現上,(1)創造傾向方面,各組之間無顯著差異;(2)創造思考活動方面,重點提示組與問題引導組之開放性、獨創性與標題表現顯著優於控制組,但在創造思考活動的流暢力、變通力與精密性的表現上,各組間則無顯著差異。另外,在學習態度方面,重點提示組與問題引導組的學習者均認為自我反思活動對於程式語言學習成效與創造力表現有正面的影響。

並列摘要


The purpose of this study was to investigate the effects of self-reflection on high school students’ problem-solving performance and creativity performance. There were 83 subjects randomly assigned to either the key-point prompt group, the question-guided group, or the control group. The collected data were examined in terms of code evaluation performance, code generation performance, problem-solving creativity performance, Williams Test of Divergent Feeling performance, Williams Test of Divergent Thinking performance and attitudes toward self-reflection activities. On the code evaluation performance, there was no significant difference between groups. On code generation performance, the question-guided group outperformed the key-point prompt group and the control group. On the problem-solving creativity performance, the key-point prompt group and the question-guided group outperformed the control group in fluency and originality, and there was no significant difference between groups in elaboration. On Williams Test of Divergent Feeling performance, there was no significant difference between groups in curiosity, imagination, complexity, risk-taking. On Williams Test of Divergent Thinking performance, the key-point prompt group and the question-guided group outperformed the control group in openness, originality, and literacy, and there was no significant difference between groups in fluency, flexibility, and elaboration. Finally, on the analysis of attitudes toward self-reflection activities, the question-guided group felt easier about the self-reflection activities than the key-point prompt group.

參考文獻


崔夢萍(1999)。資訊教育中的創造思考學習歷程-理論探討與研究之分析。課程與教學季刊,2(4),9-26.
陳美岑(民89)。高職實用技能班美髮技術科創造思考教學方案之實施成效。國立臺灣師範大學家政教育學系碩士論文,未出版,臺北市。
林育聖 (民91)。概念模型之呈現對程式語言控制結構學習之影響。國立臺灣師範大學資訊教育研究所碩士論文,未出版,臺北市。
Amabile, T. (1983). The social psychology of creativity. New York: Springer- Verlag.
Bayman, P., & Mayer, R. E. (1988). Using conceptual models to teach BASIC computer programming. Journal of Educational psychology, 80(3), 291-298.

被引用紀錄


陳政川(2005)。網路化檔案評量中學習者自我反思行為對學習成效影響之研究〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-1708200520383500
潘朝昱(2007)。國中學生創造性傾向量表編製及相關因素之研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-2910200810530344
賴怡如(2007)。工業設計系學生的學習風格與自我反思能力之關係〔碩士論文,大同大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0081-0607200917241160
洪嘉鴻(2014)。心智圖法應用於程式設計對高中生創造力之影響〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-2108201412485000

延伸閱讀