Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Language Learning With Game-Based Learning

计算机科学 计算思维 语言习得 基于游戏的学习 数学教育 人工智能 人机交互 自然语言处理 多媒体 心理学
作者
Ting‐Chia Hsu,Ching Chang,Yi-Sian Liang
出处
期刊:IEEE Transactions on Learning Technologies [Institute of Electrical and Electronics Engineers]
卷期号:17: 270-279 被引量:1
标识
DOI:10.1109/tlt.2023.3311331
摘要

The study explored the effects of an interdisciplinary learning approach on developing students’ English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students’ CT knowledge and their EL achievement in an elementary school English as a foreign language learning context. A total of 52 Grade 3 students took part in the experiment, of whom 28 assigned to the experimental group learned with a machine educational robot (machine-ER) board game and 24 assigned to the control group learned with a character educational robot (character-ER) board game. The results indicated that both groups made significant improvements in learning achievement: 1) in EL achievement of learning vocabulary and sentence patterns; 2) in CT concepts, although the machine-ER board game produced a greater increase than the character-ER board game in both language learning achievement and CT knowledge; 3) their learning anxieties were also lower than those of the control group; and 4) the analysis of behavioral patterns also revealed that students playing the machine-ER board game demonstrated better language-learning interaction, while the character-ER board game presented greater CT development in finding solutions.
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