论文标题

在小学编程Ozobot时,反馈对娱乐的常见问题和影响

Common Problems and Effects of Feedback on Fun When Programming Ozobots in Primary School

论文作者

Greifenstein, Luisa, Graßl, Isabella, Heuer, Ute, Fraser, Gordon

论文摘要

计算思维越来越多地在小学一级引入,通常具有某种形式的编程活动。特别是,教育机器人为通过动手经验与学生进行编程提供了机会。但是,小学教师可能没有充分准备与计算机科学相关的主题,向学生提供反馈通常可能具有挑战性:除了反馈的内容(例如,必须处理哪些问题)之外,给出反馈的方式也很重要,因为它可能导致负面情绪影响。为了支持教师在用机器人技术教授编程时就常见问题提供反馈的方式,我们进行了一项研究,该研究由七个讲习班组成,其中包括三个三分之三和四年级的小学课程。在七个不同的活动中,116名小学生首先在笔和纸模式下对Ozobot Evo机器人进行了编程,然后在数字设备上编程。在这些活动中,我们收集了有关学生遇到的问题,给出的反馈以及他们所经历的乐趣的数据。我们的分析揭示了八类问题,我们在本文中总结了这些问题以及相应的可能反馈。我们观察到,紧急或可能损害学生的自我效能感的问题会对活动的愉悦感产生负面影响。尽管直接指导大大降低了经验丰富的乐趣,但提示具有积极的效果。通常,我们发现编程Ozobot Evo对男孩和男孩都令人鼓舞。为了支持教师,我们讨论了为Ozobot Evo编程活动的常见问题提供鼓励反馈以及我们的发现如何转移到其他机器人的想法。

Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on experiences. However, primary school teachers might not be adequately prepared for teaching computer science related topics, and giving feedback to students can often be challenging: Besides the content of the feedback (e.g., what problems have to be handled), the way the feedback is given is also important, as it can lead to negative emotional effects. To support teachers with the way of giving feedback on common problems when teaching programming with robotics, we conducted a study consisting of seven workshops with three third and four fourth grade primary school classes. Within seven different activities, the 116 primary school children first programmed the Ozobot Evo robot in the pen-and-paper mode and then on a digital device. Throughout these activities we collected data on the problems the students encountered, the feedback given, and the fun they experienced. Our analysis reveals eight categories of problems, which we summarise in this paper together with corresponding possible feedback. We observed that problems that are urgent or can harm the students' self-efficacy have a negative impact on how enjoyable an activity is perceived. While direct instruction significantly decreased the experienced fun, hints had a positive effect. Generally, we found programming the Ozobot Evo to be encouraging for both girls and boys. To support teachers, we discuss ideas for giving encouraging feedback on common problems of Ozobot Evo programming activities and how our findings transfer to other robots.

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