magistrsko delo
Povzetek
V magistrskem delu smo se ukvarjali s preučevanjem različnih vidikov uporabe
računalniške izobraževalne igre za učenje programskih vzorcev iz uvodnega
programiranja. Številni avtorji opozarjajo na težave, ki jih imajo začetniki pri
pridobivanju znanja na področju uvodnega programiranja. Te lahko izhajajo tudi iz
načinov poučevanja, ki se osredotočajo predvsem na sintakso in semantiko
posameznih programskih konstruktov, čeprav jim največji izziv predstavlja znanje,
kako te programske konstrukte učinkovito povezati v pravilno rešitev. Programski
vzorci predstavljajo obetaven način za predstavitev tega znanja, saj predstavljajo
smiselne gradnike pri snovanju rešitve za podan problem.
V teoretičnem delu smo se ukvarjali s predstavitvijo vsebinskega okvira uvodnega
programiranja, pri čemer smo posebno pozornost posvetili osnovnim algoritmom in
konceptom, ki so definirani v dokumentu K-12 Computer Science Framework. Nato
smo primerjali razlike v obravnavi vsebin̶ koncepte uvodnega programiranja v
različnih učnih načrtih za računalništvo. S tem smo želeli umestiti vsebine, ki so zajete
v programskih vzorcih, v formalni okvir. V nadaljevanju smo definirali pojem
programskega vzorca z različnih vidikov obravnave tega pojma v literaturi:
strukturiranega kognitivnega delčka povezanih vsebin, ki omogoča pristopanje k
programiranju na konceptualnem nivoju, enovite entitete, ki povezujejo kontekst, izbiro,
implementacijske posebnosti in posledice uporabe vzorca, ter kot rešitve za tipičen
algoritmičen podproblem, ki se pogosto pojavi pri programiranju. Nato smo podrobno
predstavili programske vzorce, ki smo jih vključili v aktivnosti v okviru izdelane
računalniške izobraževalne igre: iskanje ekstrema, linearno iskanje, bisekcija, urejanje
s pomočjo zaporednega iskanja ekstremne vrednosti in urejanje z mehurčki. Teoretični
uvod smo nadaljevali s predstavitvijo ključnih ugotovitev na področju teorije učenja z
igrami in ga zaključili s predstavitvijo metode SADDIE, ki je namenjena razvijanju
kompleksnih učnih gradiv in nas vodi skozi različne faze: didaktično specifikacijo,
analizo, zasnovo, izdelavo, implementacijo oz. pripravo pedagoškega kompleta in
evalvacijo.
V empiričnem delu smo predstavili izdelavo računalniške izobraževalne igre po metodi
SADDIE in opisali delo, ki smo ga opravili v konkretni fazi. Nato smo predstavili
rezultate raziskave, ki smo jo opravili z učenci 9. razreda na Osnovni šoli Koroška Bela
Jesenice, pri predmetu računalniška omrežja. Rezultati raziskave so pokazali, da
učenci znajo uporabiti konceptualno znanje, ki je zajeto v programskih vzorcih, na
praktičnih primerih v okviru aktivnosti v igri, saj so jo vsi rešili uspešno. S primerjavo
rezultatov predtesta in potesta, ki sta preverjala znanje o programskih vzorcih,
predstavljenih v igri, smo ugotovili, da se je njihovo znanje po aktivnosti z igranjem igre
izboljšalo. Z analizo odgovorov v anketi, ki so se nanašala na njihovo motivacijo za
učenje z uporabo izobraževalnih iger, pa smo ugotovili, da zase ocenjujejo, da so bili
za tovrstno učenje bolj motivirani.
Ključne besede
programski vzorci;uvodno programiranje;učenje z računalniško igro;motivacija;
Podatki
Jezik: |
Slovenski jezik |
Leto izida: |
2023 |
Tipologija: |
2.09 - Magistrsko delo |
Organizacija: |
UL PEF - Pedagoška fakulteta |
Založnik: |
[L. Čušin] |
UDK: |
004(043.2) |
COBISS: |
153028867
|
Št. ogledov: |
27 |
Št. prenosov: |
3 |
Ocena: |
0 (0 glasov) |
Metapodatki: |
|
Ostali podatki
Sekundarni jezik: |
Angleški jezik |
Sekundarni naslov: |
Learning selected programming patterns through a computer game |
Sekundarni povzetek: |
In the master thesis we study different aspects of using a computer educational game
to teach programming patterns from introductory programming. This is to address a
problem identified by many authors in the field of introductory programming, namely
that beginners have difficulty in acquiring this knowledge. This is also due to teaching
methods that focus mainly on the syntax and semantics of particular programming
constructs, which are not the most difficult for them. The biggest problem for them is
knowing how to effectively integrate these programming constructs into a correct
solution. Programming patterns are a promising way to demonstrate this knowledge,
as they represent meaningful cornerstones in the way how the probem is solved.
In the theoretical part, we presented the content framework of introductory
programming, paying particular attention to the basic algorithms and concepts defined
in the K-12 Computer Science Framework. We then compared the differences in the
treatment of content addressing introductory programming concepts in different
computer science curricula. In doing so, we aimed to situate the content covered by
programming patterns within a formal framework. We then defined the notion of a
programming pattern from different perspectives of how the concept is treated in the
literature: as a structured cognitive chunk of related content that allows approaching
programming at a conceptual level, as a unified entity that links context, choice,
implementation features and implications of using a pattern, and as a solution to a
typical algorithmic subproblem that often arises in programming. We then presented in
detail the programming patterns that we incorporated in the activities of the computer
education game we designed: extreme search, linear search, bisection, editing by
sequential extreme value search and editing by bubbles. We continued the theoretical
introduction by presenting the key findings in the field of game-based learning theory
and concluded with a presentation of the SADDIE method, which is designed to
develop complex learning materials and guides us through the different phases:
didactic specification, analysis, design, construction, implementation or preparation of
a pedagogical kit and evaluation.
In the empirical part, we present the development of a computer-based educational
game using the SADDIE method and describe the work we have done in the concrete
phase. Then we present the results of the research we conducted with 9th grade pupils
at the Koroška Bela Jesenice Primary School, in the subject of computer networks.
The results of the survey showed that the students were able to apply the conceptual
knowledge contained in the programming patterns to practical examples in the context
of the game activity, as they all solved it successfully. By comparing the results of the
pre- and post-tests, which tested their knowledge of the programming patterns
presented in the game, we found that their knowledge improved after the game-playing
activity. However, by analysing the answers to the questionnaire concerning their
motivation to learn using educational games, we found that they rated themselves as
more motivated to learn in this way. |
Sekundarne ključne besede: |
Programming patterns;introductory programming;learning with a computer game;motivation.;Računalniško programiranje;Osnovnošolsko izobraževanje;Univerzitetna in visokošolska dela; |
Vrsta dela (COBISS): |
Magistrsko delo/naloga |
Študijski program: |
0 |
Konec prepovedi (OpenAIRE): |
1970-01-01 |
Komentar na gradivo: |
Univ. v Ljubljani, Pedagoška fak., Poučevanje |
Strani: |
1 spletni vir (1 datoteka PDF (X, 95 str.)) |
ID: |
18977313 |