The purpose of this study was to investigate the relationship between students’ attitudes toward programming, gender, and learning performances. The survey used for measuring students’ attitudes toward programming consisted of 20 questions on a five-point Likert scale in five dimensions (meaningfulness, interest in programming, self-efficacy, creativity, and collaboration). Ninety freshmen who had basic programming experience by using block-based programming in the Innovation in Educational Technology course were asked to take the survey. The overall reliability of the survey was found to be 0.93. The results showed that there was no significant difference between male and female freshmen in attitude toward programming, but there was a significant difference among different learning performances in dimensions of interest in programming, self-efficacy, and creativity. We performed pairwise comparisons at the same level of significance by using Fisher’s least significant difference (LSD) method to test which group differs from the other groups. The results found that low-performing students’ attitudes toward programming in dimensions of interest in programming, self-efficacy, and creativity were the lowest of all types of students. This is a challenge for instructors in planning learning activities to encourage low-performing students to have a more positive attitude toward programming.
Analytical reading is a necessary cognitive skill for advancing to other skills required in the digital age. Thailand is focused on the instructional development and use of digital media to enhance the digital natives' analytical reading skills, which will assist learners of all ages in effectively and quickly adapting to changes in the digital environment. After the COVID-19 pandemic situation, educational institutions in Thailand have begun to embrace a hybrid learning approach like never before. The limitations of the existing learning process for boosting digital natives' analytical reading skills are the lack of integration between reading techniques, hybrid pedagogies, and emerging learning technologies to enhance learners' seamless learning experiences. Thus, this study aims to propose the Cloudpowered Hybrid Learning process (Cp-HL process) to enhance digital natives' analytical reading skills. This study consisted of two main stages in the research methodology: 1) learning process development; and 2) learning process evaluation. The developed Cp-HL process had four main learning phases: (1) preparation for hybrid learning; (2) presentation for interactive learning;(3) practice with analytical reading; and (4) progress reports on analytical reading skills. All the experts agreed that the newly developed Cp-HL process performed extremely well in terms of overall suitability.
Office of basic education commission of Thailand firstly declared the indicator for computing science of the students in primary education and secondary education in 2018. The important of computing science is to develop the learners to solve the questions of computing science by using technology correctly. To gain the effective learning management in computing science, the method of evaluation is so important. This research aimed to create the test of solving on computing science for the teachers to use in school and applied in computing sciences in schools and improved better in the future. The evaluation on quality for validity of the test found that the test of solving in computing science gain the item of congruence (IOC) at 1.00 and reliability was show harmonization at the level of “much” (RAI = 0.94).
The COVID 19 pandemic has affected global education. In Thailand, all educational institutions temporarily closed to prevent the spread of COVID-19. However, teaching and learning still need to be continued. It is necessary to switch the learning activities to online learning. In this study, we designed online learning activities for developing computational thinking (CT) of students and carried out an experiment with 90 participants (first-year students enrolled in a Bachelor of Education Program in educational technology and communications at King Mongkut's University of Technology Thonburi). At the beginning of the experiment, all participants were asked to take a CT test to measure their CT. The test is consistent with other CT tests under validation. During the sessions, all participants were taught by Thunkable. After the experiment, they took the CT test again. The results show that by improving CT through block-based programming projects, students’ performance improved significantly. In conclusion, block-based programming and working in pairs are combinations that can potentially help students to perform better, in turn affecting their performance in projects.
This research was aimed to explore the demands of the people in the communities in order to develop multimedia and activities to promote products made by state enterprise communities in the Bangmod Project 4.0 through Community-Based Learning among undergraduate students of King Mongkut’s University of Technology Thonburi, to examine the perception and the satisfaction of the local people regarding the multimedia and activities, to evaluate the work and to determine the satisfaction of the students towards Community-Based Learning. The tools in this study consisted of 1) the questionnaire on the demands of the local people regarding the multimedia and activities, 2) the multimedia and activities to promote products made by the state enterprise communities in Bangmod Project 4.0 which included offline and online contents as well as special activities, 3) the quality evaluation forms in terms of contents and media presentation, 4) the perception survey form, 5) the satisfaction questionnaire for the local people, 6) the self-evaluation form for students, and 7) the satisfaction questionnaire for students towards the community-based learning. There were two sampling groups as in 1) 22 local people out of 4 state enterprise communities which participated in Bangmod Project 4.0 and they were purposively chosen for this research, 2) 30 undergraduate students who enrolled in the ETM 358 Marketing Communications course which followed the community-based learning approach and these students were purposively chosen out of those who went to the field at least 4 times. The research results showed that the local people in the state enterprise communities expressed a level of demands on the multimedia and activities to promote their products for online and offline media as well as special activities. They wanted to promote 12 products. The quality of the multimedia and activities as evaluated by the experts in contents showed that the quality was at a very good level (x ̅ = 4.67, S.D. = 0.20). The quality of the media presentation was at a very good level (x ̅ = 4.87, S.D. = 0.24). The perception level of the local people about the multimedia and activities was at a high level (x ̅ = 4.41, S.D. = 0.18) and the local people expressed the highest level of satisfaction towards the multimedia and activities (x ̅ = 4.80, S.D. = 0.79). The students rated themselves at a very good level (83.72%) and their satisfaction towards the community-based learning was at the highest level (x ̅ = 4.77, S.D. = 0.24). It can be concluded that the multimedia and activities to promote products made by state enterprise communities in Bangmod Project 4.0 through Community-Based Learning were of good quality and they could be used to promote the products of the local communities.
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