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A Motivational Design of a Flipped Classroom on Collaborative Programming and STEAM

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Abstract

The purpose of this study was to design a blended learning environment, specifically a flipped classroom in order to provide capabilities for motivation to primary school students, to familiarize them with programming principles and encourage them to get involved with the STEAM (Science, Technology, Engineering, Arts, Mathematics) fields. The blended learning environment provides on-line distance learning programming activities integrated into Moodle through which asynchronous collaboration and problem solving skills are cultivated. It also provides face-to-face active learning through STEAM programming activities. The instructional design is based on the ARCS motivational model, for each of its key components (Attention - Relevance - Confidence - Satisfaction) different strategies and techniques were incorporated and combined with collaborative learning techniques, using various technological means. The study investigates mainly the impact of this design on the terms of: (a) motivation, (b) collaboration and (c) computational thinking of the students. The findings tentatively indicate that the instructional design of the blended environment is capable to empower motivation and enhance students’ collaborative and computational thinking skills. However, a further research is required to confirm the proposed conceptual framework.

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Acknowledgment

This work has been partly supported by the Research Center of the University of Piraeus.

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Correspondence to Vasiliki Karampa .

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Karampa, V., Paraskeva, F. (2018). A Motivational Design of a Flipped Classroom on Collaborative Programming and STEAM. In: Uden, L., Liberona, D., Ristvej, J. (eds) Learning Technology for Education Challenges. LTEC 2018. Communications in Computer and Information Science, vol 870. Springer, Cham. https://doi.org/10.1007/978-3-319-95522-3_19

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  • DOI: https://doi.org/10.1007/978-3-319-95522-3_19

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