Digital story design activities used for teaching programming effect on learning of programming concepts, programming self‐efficacy, and participation and analysis of student experiences.
The aim of this research is to determine the effects and experiences of the use of digital story design activities in teaching applications of programming on academic achievement, participation, and programming self‐efficacy. In the study, which is designed through the mixed method, quasi‐experiment...
| Publicado en: | Journal of Computer Assisted Learning Vol. 34; no. 6; pp. 740 - 753 |
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| Autor principal: | |
| Formato: | pictorial research tables/charts Journal Article |
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Wiley-Blackwell
Dec2018
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=132914540&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 132914540 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Dec2018 vid: 34 iid: 6 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 132914540 132914540 132914540 10.1111/jcal.12281 132914540 ppf: 740 ppct: 13 formats: tig: atl: Digital story design activities used for teaching programming effect on learning of programming concepts, programming self‐efficacy, and participation and analysis of student experiences. aug: au: Yildiz Durak, Hatice affil: Faculty of Education, Department of Computer Education and Instructional Technology, Bartin University, Turkey sug: subj: Computer-Assisted Instruction Education Education, Non-Traditional Utilization Self-Efficacy Evaluation Student Attitudes Evaluation Teaching Methods Learning Methods Human Analysis of Covariance Semi-Structured Interview Qualitative Studies Students, High School Quantitative Studies Software Academic Achievement Program Evaluation Outcomes of Education Computers and Computerization Computer-Aided Design ab: The aim of this research is to determine the effects and experiences of the use of digital story design activities in teaching applications of programming on academic achievement, participation, and programming self‐efficacy. In the study, which is designed through the mixed method, quasi‐experimental design is used in the quantitative dimension. The study group of the research consists of 62 fifth‐grade students in a secondary school. During the 10‐week application process, the experimental group was engaged in digital story design activities in the programming learning process, and the learning process of the control group was carried out without any extra activity. As a result of the research, it is found that students' level of learning of programming concepts, programming self‐efficacy, and level of participation in teaching process change significantly and more positively depending on experimental process. In addition, various suggestions for application and research are presented in the research. Lay Description: What is already known about this topic: Programming skills are important for the acquisition of basic skills of the 21st century.Nowadays, programming education is beginning to be seen as important for junior high school and primary school studentsProgramming processes are a complex process involving more than one skill.In programming instruction, students have various difficulties.Digital story designing activities are used to solve problems in programming instruction and to develop various skills. What this paper adds: We aimed to determine the effects of the use of digital storytelling activities in programming instructional practices on academic achievement, participation, programming self‐efficacy, and learning experiences.We discussed what aspects of digital story designing activities could affect the variables discussed in the study. Implications for practice and/or policy: The level of students' learning of programming concepts, programming self‐efficacy, and level of participation were found to change more positively in the group using digital story designing activities in the programming education process of students. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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