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研究生:王凱
研究生(外文):Wang, Kai
論文名稱:教材介面型態對程式設計學習成效的影響
論文名稱(外文):The Effect of Courseware Interface Modality on Programming Learning Outcome.
指導教授:李英聯李英聯引用關係
指導教授(外文):Lee, Ying-Lien
口試委員:宋鵬程林伯鴻
口試委員(外文):Sung, Peng-ChengLin, Po-Hung
口試日期:2017-09-22
學位類別:碩士
校院名稱:朝陽科技大學
系所名稱:工業工程與管理系
學門:工程學門
學類:工業工程學類
論文種類:學術論文
論文出版年:2017
畢業學年度:106
語文別:中文
論文頁數:54
中文關鍵詞:教材介面型態程式設計學習成效
外文關鍵詞:coursewareinterface modalityprogramminglearning outcome
相關次數:
  • 被引用被引用:1
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程式設計在我們日常生活中可說是處處可見,在社會中也越來越重視程式設計,故將程式設計課程加入教育中也顯得越來越重要,但程式設計的教學並不是一件容易的事,學生排斥程式設計大多是因為對程式語言不熟悉、缺乏興趣,且對於缺乏邏輯思考訓練的學生來說,要面對程式設計更是一大難關。而要改善因為種種因素導致學習程式設計的成效降低,將會是一個值得探討的問題,因此本實驗將針對沒有程式設計相關經驗的學生做實驗。

實驗分為實驗組與對照組,其中對照組執行與以往程式設計課程類似的教學內容,而實驗組則加入Code Puzzle來了解學生對不同的教材介面是否會以不同的觀點來學習程式設計。且在Code Puzzle中,另外設計Type’n’Place與Drag’n’Drop兩種版本,探討學生對何種版本的學習效果較為顯著。結果顯示,自主利用Code Puzzle介面學習並不易取代傳統紙本教材,而易學易用的介面容易讓學生利用回饋效果來尋找答案,回饋效果雖然方便知道答案的正確與否,但過度利用卻會帶來反效果。本研究僅在比較不同教材介面的學習影響,在未來研究上,建議加入輔助學習或與課堂配合,以便更深入探討如何有效學習程式設計。

A program is seen everywhere in our daily routine, and it will be more and more attention in society. Therefore, It is very important to add the programming course to education, but programming teaching is not easy, student reject programming mostly because of the programming is unfamiliar and lack of interest, and for students who lack a logical training is face difficulties in programming. It will be a worthy of discussion to improve lower effectiveness because of various external factors, so this experiment aim to students who have non-experience of the programming.

The experiment have experimental group and control group, in which the control group performs teaching content similar to the previous programming course, and the experimental group will join the Code Puzzle to understand the students of different courseware interface will be different views to learn programming. We have two versions of Type’n’Place and Drag’n’Drop in Code Puzzle, and discuss the effective of two versions on students learning outcome. In the result, use of Code Puzzle to learning oneself is not easy to replace traditional courseware, however, students take advantage of the feedback features to find the answer with interface of easy to learn and use, the feedback features facilitate know the correctness of the answer, but overuse will be opposite effect. This study only compares the effect of different courseware interface on learning, in future research, proposals add in scaffolding or with the subject, in order to discuss how to learn programming.

目錄
摘要 I
Abstract II
致謝 III
目錄 IV
表目錄 VII
圖目錄 VIII
第一章 緒論 1
1.1研究背景與動機 1
1.2研究目的 4
第二章 文獻探討 5
2.1學習程式設計的重要性 5
2.2自我效能的影響 7
2.3人機介面互動與視覺化工具對學習的幫助 9
2.4數位遊戲式學習 10
第三章 研究方法 12
3.1研究對象 12
3.2實驗設計 12
3.3實驗設備 14
3.3.1人機介面 14
3.3.2標準化教學內容 17
3.4實驗流程 19
3.5資料收集方法 21
3.6統計分析 23
第四章 研究結果分析與討論 24
4.1 邏輯能力差異 27
4.2 前測成績差異 28
4.3 後測成績差異 30
4.4 實驗組與對照組學習成效 31
4.4.1鍵盤操作 32
4.4.2滑鼠操作 33
4.4.3對照組 33
4.5 組間學習成效比較 34
4.5.1鍵盤操作與滑鼠操作的比較 35
4.5.2實驗組與對照組的比較 38
第五章 結論與建議 40
5.1結論 40
5.2建議 41
參考文獻 42
附錄一 受測者須知及實驗同意書 47
附錄二 邏輯能力測驗 48
附錄三 標準化教學內容 50
附錄四 程式碼練習題 53
附錄五 鍵盤與滑鼠版本操作流程 54


表目錄
表4.1 各實驗對象數據 24
表4.2 描述性統計 25
表4.3 邏輯測驗ANOVA 27
表4.4 前測結果ANOVA 29
表4.5後測結果ANOVA 31
表4.6 各組成對樣本t檢定結果 32
表4.7後減前成績差異ANOVA 34
表4.8前後成績差異Post Hoc多重比較 35
表4.9實驗組花費時間與拼圖次數描述性統計 36


圖目錄
圖1.1 Microsoft Visual C++介面示意圖 3
圖3.1 多人線上學習網架構圖 15
圖3.2 鍵盤操作示意圖 16
圖3.3 滑鼠操作示意圖 16
圖3.4標準化教學內容示意圖 18
圖3.5實驗流程圖 20
圖3.6實驗組與對照組比較之目的 23
圖4.1 前後測驗Q-Q圖 26
圖4.2邏輯分數平均數圖 28
圖4.3前測分數平均數圖 30
圖4.4後測分數平均數圖 31
圖4.5實驗組花費時間Q-Q圖 36
圖4.6實驗組拼圖次數Q-Q圖 37
圖4.7前後成績差異平均數圖 38


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