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    Please use this identifier to cite or link to this item: http://140.128.103.80:8080/handle/310901/31843


    Title: 探討互動式學習平台之學習成效影響因素-以程式設計課程為例
    Other Titles: Explore Influence Factors of Learning Effectiveness on Interactive Learning Platform
    Authors: 顏順利
    YEN, SHUN-LI
    Contributors: 陳澤雄
    CHEN, TZER-SHYONG
    資訊管理學系
    Keywords: SmartPLS;互動式數位學習;提升學習成效;程式語言
    Promotion of Learning Outcome;Interactive e-Learning;Programming Language;SmartPLS
    Date: 2019
    Issue Date: 2019-12-16T06:52:52Z (UTC)
    Abstract: 在資訊科技發達的現今社會,程式設計儼然已成為一門不可或缺的學問,程式設計專家利用程式設計解決了許多資訊相關問題,每一次開發出新的解決方法便可促使全球科技發展不斷進步。在教育研究院規劃的107年課綱草案中預計將程式設計課程納入科技領域的一部分,並且在國中、高中階段列為必修課程。由上述可見程式設計之重要性,但程式設計的教學成效卻往往不如預期,許多資訊相關科系的大專院校畢業生都面臨程式設計能力不足的困境,這是因為初學者在學習程式設計所遇到最大的困難並不是無法理解程式語言的語法和語意,而是無法將其結合所學知識運用在實際問題應用上。建構良好的程式設計教學方法,能引導初學者發展出更好的程式設計專業能力,為解決目前學生學習程式設計成效不彰之困境,本研究使用數位互動式學習平台作為研究之情境,採用問卷調查法的模式針對學生進行樣本收集,以程式設計課程作為研究主軸並配合互動式學習平台的學習教材,調查對象為東海大學資訊管理學系、企業管理學系、統計學系以及電機工程學系大一至大四修習程式設計相關課程的學生,在課程中蒐集數位學習者的學習動機、學習態度、學習滿意度對程式語言學習成效之間的相互關係,並以統計軟體Smart PLS驗證各項影響因素與學習成效的關係。
    In the current society with the development of information technology, programming has become an inevitable subject. Programming experts solve lots of information related problems with programming, and each developed new solution could advance the development of technology in the world. In the 2018 draft of curriculum guidelines planned by National Academy for Educational Research, programming is classified into science and technology and listed as a required course at the stage of high school. The importance of programming is apparent. Nevertheless, the teaching effectiveness of programming is not as expected. A lot of information related college graduates encounter the dilemma of programming incapability. The major difficulty for beginners of programming is not unable to comprehend the syntax and semantics of programming language, but is unable to combine the learned knowledge for the actual application.The construction of a good programming teaching method could guide beginners developing better programming professional ability. To solve the dilemma of ineffective programming learning, an interactive e-Learning platform is used as the research situation. Questionnaire survey is utilized for sample collection of students. The programming course matched with the learning materials in the interactive learning platform is studied. Students in the Departments of Information Management, Statistics, and Electrical Engineering of Tunghai University, from the first year to the fourth year, who took programming related courses, are selected as the research object. In the courses, the mutual relationship among e-Learners’ learning motivation, learning attitudes, learning satisfaction, and programming language learning outcome are collected; and Smart PLS is applied to test the relationship between various factors and learning outcome.
    Appears in Collections:[資訊管理學系所] 碩士論文

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