LEGO NXT機器人3D模擬軟體於程式設計教學之行動研究
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Date
2013
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Abstract
本研究使用LEGO NXT機器人3D模擬軟體進行程式設計教學,希望能改善學生學習情形,了解機器人模擬軟體的教學實施問題,並促進研究者本身教學專業的成長。本研究以行動研究法進行,研究對象為某高中一年級正修習資訊科技概論的2個班級共84名學生,研究者使用機器人模擬軟體,設計數個問題情境與模擬環境,讓學生透過程式設計進行電腦解題實作,實驗時間共5週10個小時。資料蒐集與分析包括:實作心得紀錄、課程問卷、成就測驗、學生訪談與教學日誌。
研究結果發現:LEGO NXT機器人3D模擬軟體是可行的程式設計學習工具,並且可以提升學生程式設計學習興趣;在應用LEGO NXT機器人3D模擬軟體進行程式設計教學時,須兼顧基礎概念與解題能力的學習訓練,給予學生充分的實作時間進行練習與探索,並且透過實作心得紀錄,幫助老師了解學生學習歷程。此外,在課程實施之前,必須先考量執行模擬軟體所需的電腦軟硬體與時間,可依教學需求增加多元的教學範例,或是依課程需要調整教學內容順序,以提升學生的學習情形。
The purpose of the study is to improve the learning of students, investigate the implementation issues, and enhance the teaching professional of the researcher by using a 3D simulator of LEGO Mindstorms NXT module in teaching programming. We adopted an action research method. The researcher, who is a high school computer teacher, and two classes of high school students, a total of 84 students, participated in this study. The researcher designed several robot programming problems for students to solve by using the 3D simulator, which developed in a previous study and refined in this study. The experiment lasted for five weeks, with 2 hours per week, totaling 10 hours. The data collected and analyzed included: program implementation record of students, attitude questionnaire, achievement test, interview of students, and teaching journals of the teacher. The findings of this study were: The LEGO NXT 3D simulator is a feasible tool for learning programming, and it is good for promoting student interests. When using the simulator, it is necessary to balance teaching between the basic concepts and the ability of problem-solving, and to provide students enough time to work on the programming problems. Through the implementation records, the teacher was able to uncover students' learning process. Furthermore, the teacher should consider the hardware environment and time of executing the simulator, prepare more programming examples, and adjust the instruction procedures in accordance with the need of students.
The purpose of the study is to improve the learning of students, investigate the implementation issues, and enhance the teaching professional of the researcher by using a 3D simulator of LEGO Mindstorms NXT module in teaching programming. We adopted an action research method. The researcher, who is a high school computer teacher, and two classes of high school students, a total of 84 students, participated in this study. The researcher designed several robot programming problems for students to solve by using the 3D simulator, which developed in a previous study and refined in this study. The experiment lasted for five weeks, with 2 hours per week, totaling 10 hours. The data collected and analyzed included: program implementation record of students, attitude questionnaire, achievement test, interview of students, and teaching journals of the teacher. The findings of this study were: The LEGO NXT 3D simulator is a feasible tool for learning programming, and it is good for promoting student interests. When using the simulator, it is necessary to balance teaching between the basic concepts and the ability of problem-solving, and to provide students enough time to work on the programming problems. Through the implementation records, the teacher was able to uncover students' learning process. Furthermore, the teacher should consider the hardware environment and time of executing the simulator, prepare more programming examples, and adjust the instruction procedures in accordance with the need of students.
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LEGO Mindstorms, 模擬軟體, 程式設計, 行動研究, LEGO Mindstorms, Simulator, Programming, Action research