2023
DOI: 10.1007/s11423-023-10216-1
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A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns

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Cited by 6 publications
(2 citation statements)
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“…Self-efficacy affects students' performance and decision making since it is a personal conviction in one's capacity to execute tasks [34]. One of the trustworthy markers that accurately forecasts a person's performance and helps them complete tasks successfully is self-efficacy [13,35]. Students with high self-efficacy are more likely than those with low self-efficacy to accept difficult assignments, increase motivation, encourage individuals to set higher objectives, put out more effort, and demonstrate greater resilience and tenacity [13,36,37].…”
Section: Self-efficacymentioning
confidence: 99%
“…Self-efficacy affects students' performance and decision making since it is a personal conviction in one's capacity to execute tasks [34]. One of the trustworthy markers that accurately forecasts a person's performance and helps them complete tasks successfully is self-efficacy [13,35]. Students with high self-efficacy are more likely than those with low self-efficacy to accept difficult assignments, increase motivation, encourage individuals to set higher objectives, put out more effort, and demonstrate greater resilience and tenacity [13,36,37].…”
Section: Self-efficacymentioning
confidence: 99%
“…Furthermore, Lin et al (2023) have integrated the STEAM-6E Model with Virtual Reality Instruction; the results of their research concluded that for students who have two holistic and sequential cognitive styles, there are significant differences in learning motivation regarding intrinsic goals, extrinsic goals, task value, control beliefs, self-efficacy, and test anxiety. Furthermore, Hsiao et al (2023) research results concluded that gamification with the 6E Instructional model can help students develop self-ability in middle school students' computer programming, IoT knowledge, hands-on skills, and behavior patterns.…”
Section: Introductionmentioning
confidence: 98%