Abstract
The popularization of the internet and the rapid development of intelligent technologies have inspired new directions in education policies. In the curriculum guidelines, the technological education field had included exploration, creative thinking, logic, computational thinking, and problem-solving skills. The study utilized board games, Kolb learning styles scale, and computational thinking test as experimental tools. Incorporating easy board games into teaching programming skills such as “loop” and “conditionals”, the study aimed to explore the effects of board game-based learning methods have on students of different learning styles learning computational thinking. The study will discuss Kolb Learning style scales and examine learners’ styles, dividing them into diverger, assimilator, converger, and accommodator while conducting test and quantitative analysis after the experiment. The study concludes the following findings: (1) The use of board games in teaching has a significant effect on the learning units of “loops” and “condition” in the learning of computational thinking, indicating that the use of board game for learning the concepts of “loops” and “condition” in programming can enhance computational thinking. (2) Students of different learning styles did not have a significant effect in learning the units of “loop” and “condition” concepts regarding computational thinking. However, students of the assimilator type have greater learning efficiency than other types.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Zhao, L., Liu, X., Wang, C., Su, Y.-S.: Effect of different mind mapping approaches on primary school students’ computational thinking skills during visual programming learning. Comput. Educ. 181, 104445 (2022)
K12 Education Administration, Advanced Secondary School, National Secondary School 12-Year National Basic Education Curriculum Outline in the Field of Science and Technology. https://www.k12ea.gov.tw/Tw/Common/SinglePage?filter=11C2C6C1-D64E-475E-916B-D20C83896343. Accessed 30 Apr 2022
Sternberg, R.J., Willams, W.M.: Educational Psychology, 2nd edn. Pearson (2010)
Gibson, J.T., Chandler, L.A.: Educational Psychology Mastering Principles and Applications. Allyn and Bacon, London (1988)
Kolb, D.A.: Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall, Englewood Cliffs (1984)
Shih, H.-J.: The study on the combination of learning style and approach for examining learning performance-based on interactive or non-interactive. Unpublished Master Thesis, Chung Yuan Christian University, Taiwan (2003)
Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006). https://doi.org/10.1145/1118178.1118215
Wing, J.M.: Computational thinking and thinking about computing. Philos. Trans. Roy. Soc. A-Math. Phys. Eng. Sci. 366(1881), 3717–3725 (2008). https://doi.org/10.1098/rsta.2008.0118
Huang, Y.-L.: The Effects of Robotic Programming Courses on Children’s Computational Thinking Ability and Attitude toward to STEM Learning. National Taipei University of Education, Taiwan (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Liu, HC., Chen, HR., Yu, SC., Shih, YT. (2022). Effect of Learning Computational Thinking Using Board Games in Different Learning Styles on Programming Learning. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, vol 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_56
Download citation
DOI: https://doi.org/10.1007/978-3-031-15273-3_56
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-15272-6
Online ISBN: 978-3-031-15273-3
eBook Packages: Computer ScienceComputer Science (R0)