Summary: | 碩士 === 朝陽科技大學 === 工業工程與管理系 === 106 === 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.
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