TY - GEN
T1 - Motivating the New Generation
T2 - 53rd IEEE ASEE Frontiers in Education International Conference, FIE 2023
AU - Choi, Wan Chong
AU - Lei, Huey
AU - Mendes, António José
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - This Research-to-Practice full paper presents an explorative study investigating the effects of flipped learning on the learning motivation of primary school students enrolled in a block-based programming course. Technology development has increased the importance of information technology-related competencies for the new generation. Programming skills are essential in various industries nowadays. Thus, programming education has become necessary to cultivate students' relevant abilities to meet the rapid pace of development. Programming learning encourages students to think logically and systematically, solve problems effectively, and develop computational thinking skills. However, learning programming is challenging for many students for different reasons, such as its inherent complexity, inadequate study methods, and pedagogical approaches unsuited to promote programming learning. Traditional teaching methods are often impersonalized and only suitable for some learning styles present in class. Moreover, the challenges encountered by the students as novice programmers are attributed to their low learning motivation. To learn to program, students must comprehend different syntactic conventions, complex instructions, and logical operators and actively engage in practical learning activities, often facing difficulties. This may reduce their learning motivation leading to failure and dropout. To accommodate different learning styles and increase students' motivation, this study employed the ARCS motivation model to design various innovative activities in a flipped classroom setting to increase students' motivation and improve teachers' teaching effectiveness. The study utilized a pretest-posttest method with two groups of grade five students to compare the effectiveness of teaching and learning between the flipped and traditional classroom students. The study's findings revealed that the flipped classroom experimental group showed significantly higher learning motivation than the students in the control group. Moreover, it was found that different flipped classroom activities, including the use of gamification, flipped videos, self-study, self-questioning, self-assessment, split programming tasks, group cooperation, and demonstration activities, had a positive influence on various sub-dimensions of the ARCS model, such as attention, relevance, confidence, and satisfaction.
AB - This Research-to-Practice full paper presents an explorative study investigating the effects of flipped learning on the learning motivation of primary school students enrolled in a block-based programming course. Technology development has increased the importance of information technology-related competencies for the new generation. Programming skills are essential in various industries nowadays. Thus, programming education has become necessary to cultivate students' relevant abilities to meet the rapid pace of development. Programming learning encourages students to think logically and systematically, solve problems effectively, and develop computational thinking skills. However, learning programming is challenging for many students for different reasons, such as its inherent complexity, inadequate study methods, and pedagogical approaches unsuited to promote programming learning. Traditional teaching methods are often impersonalized and only suitable for some learning styles present in class. Moreover, the challenges encountered by the students as novice programmers are attributed to their low learning motivation. To learn to program, students must comprehend different syntactic conventions, complex instructions, and logical operators and actively engage in practical learning activities, often facing difficulties. This may reduce their learning motivation leading to failure and dropout. To accommodate different learning styles and increase students' motivation, this study employed the ARCS motivation model to design various innovative activities in a flipped classroom setting to increase students' motivation and improve teachers' teaching effectiveness. The study utilized a pretest-posttest method with two groups of grade five students to compare the effectiveness of teaching and learning between the flipped and traditional classroom students. The study's findings revealed that the flipped classroom experimental group showed significantly higher learning motivation than the students in the control group. Moreover, it was found that different flipped classroom activities, including the use of gamification, flipped videos, self-study, self-questioning, self-assessment, split programming tasks, group cooperation, and demonstration activities, had a positive influence on various sub-dimensions of the ARCS model, such as attention, relevance, confidence, and satisfaction.
KW - ARCS Model
KW - Block-based programming education
KW - Computer science
KW - Flipped classroom
KW - Motivation
UR - http://www.scopus.com/inward/record.url?scp=85183002641&partnerID=8YFLogxK
U2 - 10.1109/FIE58773.2023.10342942
DO - 10.1109/FIE58773.2023.10342942
M3 - Conference contribution
AN - SCOPUS:85183002641
T3 - Proceedings - Frontiers in Education Conference, FIE
BT - 2023 IEEE Frontiers in Education Conference, FIE 2023 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 18 October 2023 through 21 October 2023
ER -