Academic Journal
A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns
| Τίτλος: | A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns |
|---|---|
| Γλώσσα: | English |
| Συγγραφείς: | Hsiao, Hsien-Sheng, Chen, Jyun-Chen, Chen, Jhen-Han, Chien, Yu-Hung, Chang, Chung-Pu, Chung, Guang-Han (ORCID |
| Πηγή: | Educational Technology Research and Development. Aug 2023 71(4):1821-1849. |
| Διαθεσιμότητα: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 29 |
| Ημερομηνία έκδοσης: | 2023 |
| Τύπος εγγράφου: | Journal Articles Reports - Research |
| Education Level: | High Schools Secondary Education |
| Descriptors: | Gamification, Models, High School Students, Programming, Self Efficacy, Internet, Experiential Learning, Behavior Patterns, STEM Education, Computer Software, Academic Achievement, Hands on Science |
| DOI: | 10.1007/s11423-023-10216-1 |
| ISSN: | 1042-1629 1556-6501 |
| Περίληψη: | Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers a large amount of knowledge, practical skills, and programming skills in STEM fields, both teaching and learning the content can be difficult. Thus, this study used gamification with the 6E model and the software development method as the teaching strategies to explore their effects on high school students' computer programming self-efficacy, IoT knowledge, and hands-on performance in IoT learning activities. In this study, a quasi-experimental design was used for 12 weeks, and the 132 students who participated in the experiment were divided into Experimental Group 1 (EG1, 66 students using gamification with the 6E model), Experimental Group 2 (EG2, 31 students using the 6E model only), and the Control Group (CG, 35 students using the software development method). Through Analysis of Covariance, the results showed that the students in EG 1 achieved higher academic performance in terms of computer programming self-efficacy, IoT knowledge, and hands-on skills. The results of the lag sequence analysis of behavioral patterns showed that all the students required frequent two-way communication with the teachers and needed to communicate with their group members. The students in EG 1 exhibited positive interactions and took the initiative in asking for help from other students, which indicated that the students in this group achieved better learning outcomes. In addition, those interested in exploring STEM hands-on activities would benefit from our findings. |
| Abstractor: | As Provided |
| Entry Date: | 2023 |
| Αριθμός Καταχώρησης: | EJ1393790 |
| Βάση Δεδομένων: | ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Hsiao%2C+Hsien-Sheng%22">Hsiao, Hsien-Sheng</searchLink><br /><searchLink fieldCode="AR" term="%22Chen%2C+Jyun-Chen%22">Chen, Jyun-Chen</searchLink><br /><searchLink fieldCode="AR" term="%22Chen%2C+Jhen-Han%22">Chen, Jhen-Han</searchLink><br /><searchLink fieldCode="AR" term="%22Chien%2C+Yu-Hung%22">Chien, Yu-Hung</searchLink><br /><searchLink fieldCode="AR" term="%22Chang%2C+Chung-Pu%22">Chang, Chung-Pu</searchLink><br /><searchLink fieldCode="AR" term="%22Chung%2C+Guang-Han%22">Chung, Guang-Han</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0003-1884-1150">0000-0003-1884-1150</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Educational+Technology+Research+and+Development%22"><i>Educational Technology Research and Development</i></searchLink>. Aug 2023 71(4):1821-1849. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 29 – Name: DatePubCY Label: Publication Date Group: Date Data: 2023 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Models%22">Models</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Efficacy%22">Self Efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Internet%22">Internet</searchLink><br /><searchLink fieldCode="DE" term="%22Experiential+Learning%22">Experiential Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Behavior+Patterns%22">Behavior Patterns</searchLink><br /><searchLink fieldCode="DE" term="%22STEM+Education%22">STEM Education</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Hands+on+Science%22">Hands on Science</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s11423-023-10216-1 – Name: ISSN Label: ISSN Group: ISSN Data: 1042-1629<br />1556-6501 – Name: Abstract Label: Abstract Group: Ab Data: Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers a large amount of knowledge, practical skills, and programming skills in STEM fields, both teaching and learning the content can be difficult. Thus, this study used gamification with the 6E model and the software development method as the teaching strategies to explore their effects on high school students' computer programming self-efficacy, IoT knowledge, and hands-on performance in IoT learning activities. In this study, a quasi-experimental design was used for 12 weeks, and the 132 students who participated in the experiment were divided into Experimental Group 1 (EG1, 66 students using gamification with the 6E model), Experimental Group 2 (EG2, 31 students using the 6E model only), and the Control Group (CG, 35 students using the software development method). Through Analysis of Covariance, the results showed that the students in EG 1 achieved higher academic performance in terms of computer programming self-efficacy, IoT knowledge, and hands-on skills. The results of the lag sequence analysis of behavioral patterns showed that all the students required frequent two-way communication with the teachers and needed to communicate with their group members. The students in EG 1 exhibited positive interactions and took the initiative in asking for help from other students, which indicated that the students in this group achieved better learning outcomes. In addition, those interested in exploring STEM hands-on activities would benefit from our findings. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2023 – Name: AN Label: Accession Number Group: ID Data: EJ1393790 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1393790 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s11423-023-10216-1 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 29 StartPage: 1821 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Models Type: general – SubjectFull: High School Students Type: general – SubjectFull: Programming Type: general – SubjectFull: Self Efficacy Type: general – SubjectFull: Internet Type: general – SubjectFull: Experiential Learning Type: general – SubjectFull: Behavior Patterns Type: general – SubjectFull: STEM Education Type: general – SubjectFull: Computer Software Type: general – SubjectFull: Academic Achievement Type: general – SubjectFull: Hands on Science Type: general Titles: – TitleFull: A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Hsiao, Hsien-Sheng – PersonEntity: Name: NameFull: Chen, Jyun-Chen – PersonEntity: Name: NameFull: Chen, Jhen-Han – PersonEntity: Name: NameFull: Chien, Yu-Hung – PersonEntity: Name: NameFull: Chang, Chung-Pu – PersonEntity: Name: NameFull: Chung, Guang-Han IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 08 Type: published Y: 2023 Identifiers: – Type: issn-print Value: 1042-1629 – Type: issn-electronic Value: 1556-6501 Numbering: – Type: volume Value: 71 – Type: issue Value: 4 Titles: – TitleFull: Educational Technology Research and Development Type: main |
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