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Exploring the Impact of Open Pedagogy on Minority Students' Motivation, Computational Thinking, and Perceived Learning in Interactive Computer Game Development.

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The use of open educational resources (OERs) is on the rise in higher education. Open pedagogy, as a learner-centered approach, provides students with opportunities to create, design, or adapt openly licensed materials or resources. With the potential of open pedagogy to enhance student learning, this study investigated the effect of an open pedagogy project on minority students' motivation and perceived learning in the computer game programming course. An experimental design was implemented to compare minority students' learning in programming through the open pedagogy approach versus the traditional approach. Participants were fifty-eight minority students enrolled in game courses from an institution in the southeastern United States. Thirty students received the instruction with open pedagogy, while twenty-eight students were in the traditional instruction. Quantitative approaches were performed to analyze the collected data. The results indicated that minority students in the open pedagogy group perceived significantly higher levels of motivation on the aspect of pressure/tension than those receiving the traditional approach. Minority students participating in the open pedagogy project had significantly higher levels of computational thinking and perceived learning performance in computer programming, compared to the students with the traditional instruction. Major findings and limitations of this study (i.e., short intervention period, small sample size, etc.) were reported and discussed.

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  • Cite Count Icon 15
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  • BULLETIN Series of Physics & Mathematical Sciences
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The article examines the impact of using the Scratch program on the development of computational thinking in younger schoolchildren. The purpose of this study was to teach primary school students the subject of "Digital literacy" tasks "Creating an online game with codes" on the topic "Logical operators" were proposed, and studies on the development of students' computational thinking were developed. Task execution planning provides for the desire to create independently created games, successfully complete the stage of their execution in the Scratch program, and share your tasks in the Scratch program with classmates, introducing them to the network. Some elementary school students got acquainted with the tasks shared by their classmates and showed a high level of computational thinking and motivation to create additional games from them for the online platform. As a result, the influence of students on the skills of computational thinking, communication and independent development is shown. Due to the development of information technology, learning programming at an early age is important because they should not have problems understanding the logic of programming when they reach the age of a bachelor's degree. Using visual, two-dimensional Scratch for this purpose allows children to express their ideas and thoughts interactively. They can create their own projects using blocks with various functions such as motion, sound and animation. This teaching of children to present their ideas and concepts in a certain form shows the impact on the development of their representational abilities, that is, on their computational thinking.

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College of education students’ perceptions of their computational thinking proficiency
  • Oct 15, 2024
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  • Almothana Gasaymeh + 1 more

This study aimed to investigate college of education students’ level of computational thinking proficiency and the differences in their level based on their demographic characteristics, i.e., gender, program, and age. The study used a descriptive research design in which 190 students in the College of Education completed a computational thinking questionnaire. The computational thinking scale consisted of five dimensions, i.e., creativity, algorithmic thinking, cooperativity, critical thinking, and problem-solving. The results showed that the level of computational thinking among students was diverse and fell within a moderate range. Gender-based analysis indicated a significant difference in only one dimension of computational thinking, i.e., algorithmic thinking, with females scoring lower than males. In addition, based on students’ academic program, significant variations were observed in algorithmic thinking and overall computational thinking levels, particularly between Bachelor and PhD programs, with PhD students scoring higher than Bachelor students. Additionally, the age-based analysis highlights significant differences, with older students consistently outperforming younger ones across various computational thinking dimensions. Based on the findings a set of recommendations was provided.

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