scholarly journals Robotics to develop computational thinking in early Childhood Education

Comunicar ◽  
2019 ◽  
Vol 27 (59) ◽  
pp. 63-72 ◽  
Author(s):  
Ana García-Valcárcel-Muñoz-Repiso ◽  
Yen-Air Caballero-González

The development of programming skills is currently promoting from an early school age, trying to get children to take an active and creative role in the use of technologies. The objective of this article is to verify the repercussion of educational robotics activities on kindergarten students in the acquisition of computational thinking and programming skills. The research design is quasi-experimental, with pre-test and post-test measures, using experimental and control groups. The sample consists of 131 students from the second cycle of early education (between 3 and 6 years old), all from the same Spanish school. Computational thinking is measured through three dimensions: sequences (algorithms), action-instruction correspondence and debugging. The intervention sessions, as well as the structure of the challenges that were used in the pre- and post-test evaluations, were designed based on the reference program of robotics studies called “TangibleK”. The intervention, carried out doing learning activities using educational robotics resources, presents positive results in relation to the computational thinking skills achieved. The differences between the pre-test and the post-test in the experimental and control groups are statistically significant, in that children engaged in robotics program achieves a greater advance in the three dimensions of computational competence through this method. Actualmente se promueve el desarrollo de habilidades de programación desde una edad escolar temprana, tratando de que los niños adquieran un rol activo y creativo en el uso de las tecnologías. El objetivo de este trabajo es comprobar la repercusión del desarrollo de actividades de robótica educativa en la adquisición de habilidades de pensamiento computacional y programación en escolares de educación infantil. El diseño de la investigación es de tipo cuasi-experimental, con medidas pretest y postest, utilizando grupo experimental y control. La muestra la conforman 131 estudiantes del segundo ciclo de educación infantil (entre 3 y 6 años de edad) de un centro educativo español. El pensamiento computacional se mide a través de tres dimensiones: secuencias (algoritmos), correspondencia acción-instrucción y depuración. Las sesiones de intervención, así como la estructura de los retos que se utilizaron en las evaluaciones pre y postest fueron diseñadas tomando como base el programa de estudios en robótica denominado «TangibleK». La intervención, centrada en actividades de aprendizaje mediante recursos de robótica educativa, presenta resultados positivos en relación a las habilidades de pensamiento computacional logradas. Las diferencias encontradas entre el pre y postest en el grupo experimental son estadísticamente significativas y superiores a las presentadas en el grupo control, de modo que se concluye que los niños que realizan el programa de robótica consiguen un mayor avance en las tres dimensiones de la competencia computacional.

2017 ◽  
Vol 6 (1) ◽  
Author(s):  
D. K. Sari ◽  
A. Permanasari ◽  
F. M. T. Supriyanti

<p>The purpose of this study is to obtain a profile of students’ creative thinking skills on quantitative project-based protein testing using local materials. Implementation of the research is using quasi-experimental method pre-test post-test control group design with 40 students involved in Biochemistry lab. The research instrument is pre-test and post-test using creative thinking skills in the form of description and students’ questionnaire. The analysis was performed with SPSS 22.0 program to see the significance normality, U Mann-Whitney test for nonparametric statistics, N-Gain score, and the percentage of student responses to the practicum performed. The research result shows that the pretest rate in the experimental group is 8.25 while in the control group is 6.90. After attending a project-based practicum with local materials, the experimental group obtained the mean of posttest is 37.55 while in control class is 11.18. The students’ improvement on creative thinking skills can be seen from the average of N-Gain in the experimental class with 0.32 (medium category) and in the control category with 0.05 (low category). The experimental and control class have different creative thinking skills significantly different fluency, flexibility, novelty, and detail. It can be concluded that quantitative project-based protein testing using local materials can improve students’ creative thinking skills. 71% of total students feel that quantitative project-based protein testing using local materials make them more creative in doing a practicum in the laboratory.</p>


2016 ◽  
Vol 4 (2) ◽  
Author(s):  
Salmauwati Salmauwati ◽  
Muhamad Agus Wibowo ◽  
Dedeh Kurniasih

ABSTRACTThis study was initiated by the students’ low learning outcomes on Chemistry subject and the teachers’ preference in using lecture method in teaching learning process.This study aimed at 1) finding out the differences of students’ learning outcomes between the use of flash media-assisted practical method and lecture method on hydrocarbon class at grade XI MIA of SMA Muhammadiyah I Pontianak. Using quasi experimental design and Control Group Posttes Design, this study employed the students of grade XI MIA 2 as the samples of experiment group, andthe students of grade XI MIA 2 as the samples of control group. The data collection techniques used were measurement and observation. While the instruments employed were observation sheet and essay. TheU-Mann Whitneytest revealed that the post test score of 0,0140< 0,05 Ho was rejected, while the Ha one was accepted. It means that there was correlation of students’ learning outcomes between the experiment and the control groups. In addition, the effect size result was 1,086 > 0,8 and considered high which indicated the positive effect of flash media-assisted practical method in enhancing students’ learning achievement.Keywords: flash, learning outcomes, hydrocarbon, practical method


Author(s):  
Rafi’ah Nur ◽  
Rifka Annisa

Vocabulary is the basic aspect of language. The ability to master vocabulary holds an important part in learning a language, including English. That becomes one of the researcher's considerations to conduct this research when observing at one of Indonesia's high schools since the students show difficulties in vocabulary mastery. Modifying the teaching media can become a problem solving for students' lack of vocabulary mastery. In this case, using Rosetta Stone CALL software is suggested to overcome the problem. The research's objective was to determine whether or not the use of Rosetta Stone CALL software can improve the tenth-grade students' vocabulary mastery. The researcher applied a quasi-experimental method, with two group pre-test and post-test design. The research sample was forty students from two classes taken from the population of the 10th-grade students of SMA Negeri 2 Barru. The data analysis result showed that the pre-test's mean score in the experimental class was 2.21, and the post-test was 3.04. It proves that the tenth-grade students' vocabulary mastery improved using Rosetta Stone CALL Software. After analyzing the data using SPSS version 21, the probability value in the post-test was 0.01, and the significance value was 0.05. It means that the probability value (0.01) was lower than the significance value (0.05). It was indicated that H0 was rejected and H1 was accepted. It revealed that the vocabulary mastery of the tenth-grade students of SMA Negeri 2 Barru for the experimental and control groups was significantly different.


In this chapter, students will learn the process of designing experiments. The classic experimental design is presented first. Following this, three distinct quasi-experimental designs are presented. The benefits and burdens of the classic and quasi-experimental designs are discussed in depth. By the end of this chapter, students will understand concepts related to random selection, generalizability, treatment and control groups, pre- and post-test measurement of the dependent variable, and internal validity.


Author(s):  
Mohammad Tahan

Introduction: The purpose of this study was to assess the effectiveness of animal therapy in alleviation of anxiety in pre-school children.Method: The study was carried out as a quasi-experimental study with pre-test and post-test design and control group. The study population consisted of 33 anxious 5-7years old children (participated in a welfare anxiety screening plan held by Counseling Center, Tehran-Iran) between 2018 and 2019. The participants took part in the study voluntarily.The subjects were randomly divided into experimental and control groups (10 in each group). The experimental group was exposed to 8 sessions of animal therapy. The research instrument was Spence Preschool Anxiety Scale (Parent Form) and the data were analyzed on SPSS 21 software.Results: The results showed that animal therapy had a significant effect on general anxiety score after adjusting for post-test scores (f= 32.49 and p= 0.001) with the effect equal to 0.70. In addition, the effect of animal therapy on anxiety of separation (f= 5.63, p= 0.03), generalized anxiety disorder (f= 8.56, p= 0.01), social phobia (f= 14.58, p= 0.002) and specific anxiety (f= 11.63, p= 0.005) was significant with effects equal to 0.30, 0.40, 0.53, and 0.47, respectively. The results also showed that the effect of animal therapy on obsession was not significant (p&gt;0.05).Conclusion: Therefore, it can be concluded that Animal therapy is effective in alleviating anxiety in children.


Author(s):  
Ahmed I. Daoud

The study aimed to examine the effectiveness of using the overlapping waves strategy during the teaching of geography lessons in acquiring realistic thinking skills and improving the attitudes towards geography in a sample of sixth grade students in Jordan using the quasi-experimental method. The purposive method was used to select the study sample (n = 64) students, who were randomly assigned either to the experimental group (n = 32), taught geography lessons with the overlapping waves strategy method, or the control group (n = 32), taught  geography lessons with the usual method. The Realistic Thinking Skills Test (RTT) was prepared with its three dimensions, as well as the attitudes towards Geography Scale (AGS). After verifying their validity and validity, the two instruments were applied to the sample as pre post intervention. The results of the statistical analysis indicated that there were statistically significant differences at (α = 0.05) in the post test between the mean of the experimental group and the control group scores on the Realistic Thinking Skills Scale (RTS) and the Attitudes towards Geography Scale (AGS) in favor of the experimental group, indicating the efficiency of using the overlapping waves strategy used in the current study in geography teaching.


2021 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Karin Tengler ◽  
Oliver Kastner-Hauler ◽  
Barbara Sabitzer ◽  
Zsolt Lavicza

Robotics is needed as education keeps up with challenges students are facing in a technological environment. A long-term research project focuses on developing a feasible robotics-based learning environment that enables primary school teachers to introduce computer science education. This paper shows educational robotics combining storytelling to promote computational thinking through the method of Tell, Draw, and Code. The study was conducted via pre–post test, using the Beginners Computational Thinking test (BCTt), with third and fourth graders (N = 40) to determine if the integration of robotics-based storytelling activities enhances computational thinking skills. Results show that an increase in computational thinking is evident after the intervention is implemented. The approach of combining stories, texts, and literature with educational robotics seems to be a promising concept to equip students with the required skills.


2021 ◽  
Vol 10 (3) ◽  
pp. 311-324
Author(s):  
N. J. Ahmad ◽  
N. Yakob ◽  
M. A. H. Bunyamin ◽  
N. Winarno ◽  
W. H. Akmal

Electrochemistry is difficult to learn due to its abstract concepts involving macroscopic, microscopic, and symbolic representation levels. Studies have shown that students can visualize and improve their understanding of chemistry by using interactive computer animation and simulation. This study reports the effect of interactive computer animation and simulation module named “Interactive Electrolysis of Aqueous Solution” (IEAS) developed to aid students in learning electrolysis. A pre and post-test control quasi-experimental design was carried out to investigate the effects of the IEAS on students’ achievement and motivation in electrochemistry topics. This study involved 62 16-years-old male students from two different secondary schools. Pre and post electrochemistry achievement tests (EAT) and pre and post- Instructional Material Motivation Surveys (IMMS) were used. For EAT, using one-way ANOVA, it shows that there was a significant difference in the post-test mean score in this study on the understanding of the electrolysis concept between students in the treatment and control groups [F (1, 60) = 5.15, p <0.05]. The qualitative results also provided evidence that the students in the treatment group had a better conceptual understanding than the control group, especially at the microscopic representation level. For the IMMS test, there was a significant difference between the treatment and control groups in terms of the mean score of the post motivation IMMS test where p <0.05 in chemistry learning [F (1,59) = 266.89, p <0.05].  Thus, it can be concluded that IEAS has an impact on enhancing the students’ understanding of the electrolysis concept, and the students are more motivated to learn electrochemistry.


2020 ◽  
Vol 9 (27) ◽  
pp. 149-156
Author(s):  
Rabab Abdallah ELawady Abdou

The purpose of this paper was to investigate the effect of Touch Math multi-sensory program on   teaching basic computation skills to young children identified as at risk for the acquisition of computation skills. The children selected for the present study were all kindergarteners from two public kindergarten schools, located at Nasr city, Cairo. 40 children from both schools were included. Of the children who participated in the study (N= 40), 72% were male and 28% were female. Mean age was 5.3 years. A quasi-experimental, two-groups pretest-posttest design was employed, where the same dependent variables (addition skills and subtraction skills) were measured in the two groups of children before (pretest) and after (posttest) a treatment was administered. Using two-way ANOVA, the author analyzed the data from the pre- and post-test.  The data were analyzed using the Statistical Package for the Social Sciences (SPSS) 18.0. The results of the two-way ANOVA and t- test showed that there were differences in post- test mean scores between experimental and control   groups in addition and subtraction skills. In favor of the experimental group, which indicated the effectiveness of Touch Math multi-sensory program. Implications for practice, recommendations for future research and conclusion were included.


2021 ◽  
Vol 12 (1) ◽  
pp. 24-29
Author(s):  
Lale Wisnu Andrayani ◽  
Cembun Cembun ◽  
Hamdan Hariawan

Landslides as a natural disaster often occur due to the movement of landmasses. Lack of community preparedness in facing disasters is one of the significant risk factors for catastrophe. This study aimed to determine the effectiveness of education using WhatsApp on community preparedness to face landslides. This research is a quasi-experimental study with a pre-post test design with a control group. The number of samples was 30 people taken by simple random and divided into treatment and control groups. The treatment group was given educational intervention with WAG media (WhatsApp Group), while the control group was assigned a P2P (Picture to Picture) intervention. Preparedness data in the form of knowledge and attitudes were analyzed using the Mann-Whitney test. The results showed that statistically, there was no difference in preparedness to face landslides through WAG or P2P. However, there was an increase in readiness through knowledge and attitudes in both groups. Education about landslide preparedness through WAG or P2P has the same effect in increasing public knowledge and perspectives. The information received through WAG or P2P will ultimately influence a person's experience and attitudes regarding landslide disaster preparedness.


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