Loading…

The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking

Tangible programming combines the advantages of object manipulation with programmable hardware, which plays an essential role in improving programming skills. As a tool for ensuring the quality of projects and improving learning outcomes, the PDCA cycle strategy is conducive to cultivating reflectiv...

Full description

Saved in:
Bibliographic Details
Published in:Education and information technologies 2024-04, Vol.29 (5), p.6383-6405
Main Authors: Gong, Xin, Yu, Shufan, Xu, Jie, Qiao, Ailing, Han, Han
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by
cites cdi_FETCH-LOGICAL-c270t-941cc5dcedec3a86d630e4b78812de87b628fbc9a102ce254e8599f71512edbe3
container_end_page 6405
container_issue 5
container_start_page 6383
container_title Education and information technologies
container_volume 29
creator Gong, Xin
Yu, Shufan
Xu, Jie
Qiao, Ailing
Han, Han
description Tangible programming combines the advantages of object manipulation with programmable hardware, which plays an essential role in improving programming skills. As a tool for ensuring the quality of projects and improving learning outcomes, the PDCA cycle strategy is conducive to cultivating reflective thinking. However, there is still a lack of empirical research on the effect of introducing the PDCA cycle strategy into programming education. In this study, using a PDCA cycle strategy, in a four-pronged model of “(P)draw up a plan, (D)assemble and programming, (C)test and debug, display and reflect (A),” and its effects on students’ programming skills and their reflective thinking were explored. There were 65 children between the ages of 7 and 8 years participated in this study. There were 31 students in each of the experimental group and the control group. A combination of qualitative and quantitative research methods was adopted in this research, and students’ programming processes and results were observed and counted. The study results revealed that after attending the ‘Magic Card Robot’ course that applied the PDCA cycle strategy, the experimental group students outperformed their counterparts in programming skills (sequencing, repetitive and conditional structures). Meanwhile, the experimental group students’ reflective thinking levels were higher than those of the control group students. These findings imply that tangible programming education using the PDCA cycle strategy in the course has potential.
doi_str_mv 10.1007/s10639-023-12037-4
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_3028034164</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>3028034164</sourcerecordid><originalsourceid>FETCH-LOGICAL-c270t-941cc5dcedec3a86d630e4b78812de87b628fbc9a102ce254e8599f71512edbe3</originalsourceid><addsrcrecordid>eNp9kE1OwzAQhS0EEqVwAVaWWAfGdhI7y6r8SpVgUdaW40zStGkS7BSpO67B9TgJLkFix2pGmvfePH2EXDK4ZgDyxjNIRRYBFxHjIGQUH5EJS6SIZArqOOwihYiLRJ6SM-_XAJDJmE9IvlwhxbJEO9CupC-38xm1e9sg9YMzA1Z72rW03_V1478-Pulg2qrOw7l3XeXMdlu3FfWbumk8NW1BHZZNyKrfkQ6rut2E8zk5KU3j8eJ3Tsnr_d1y_hgtnh-e5rNFZLmEIcpiZm1SWCzQCqPSIhWAcS6VYrxAJfOUqzK3mWHALfIkRpVkWSlZwjgWOYopuRpzQ7W3HfpBr7uda8NLLYArEDFL46Dio8q6zvtQV_eu3hq31wz0gaUeWerAUv-w1AeTGE0-iNsK3V_0P65v0cF4zw</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>3028034164</pqid></control><display><type>article</type><title>The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking</title><source>Springer Nature</source><creator>Gong, Xin ; Yu, Shufan ; Xu, Jie ; Qiao, Ailing ; Han, Han</creator><creatorcontrib>Gong, Xin ; Yu, Shufan ; Xu, Jie ; Qiao, Ailing ; Han, Han</creatorcontrib><description>Tangible programming combines the advantages of object manipulation with programmable hardware, which plays an essential role in improving programming skills. As a tool for ensuring the quality of projects and improving learning outcomes, the PDCA cycle strategy is conducive to cultivating reflective thinking. However, there is still a lack of empirical research on the effect of introducing the PDCA cycle strategy into programming education. In this study, using a PDCA cycle strategy, in a four-pronged model of “(P)draw up a plan, (D)assemble and programming, (C)test and debug, display and reflect (A),” and its effects on students’ programming skills and their reflective thinking were explored. There were 65 children between the ages of 7 and 8 years participated in this study. There were 31 students in each of the experimental group and the control group. A combination of qualitative and quantitative research methods was adopted in this research, and students’ programming processes and results were observed and counted. The study results revealed that after attending the ‘Magic Card Robot’ course that applied the PDCA cycle strategy, the experimental group students outperformed their counterparts in programming skills (sequencing, repetitive and conditional structures). Meanwhile, the experimental group students’ reflective thinking levels were higher than those of the control group students. These findings imply that tangible programming education using the PDCA cycle strategy in the course has potential.</description><identifier>ISSN: 1360-2357</identifier><identifier>EISSN: 1573-7608</identifier><identifier>DOI: 10.1007/s10639-023-12037-4</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Computer Appl. in Social and Behavioral Sciences ; Computer Science ; Computers and Education ; Control Groups ; Education ; Educational Technology ; Experimental Groups ; Information Systems Applications (incl.Internet) ; Object Manipulation ; Programming ; Reflective practice ; Research Methodology ; Statistical Analysis ; Students ; Technology education ; User Interfaces and Human Computer Interaction</subject><ispartof>Education and information technologies, 2024-04, Vol.29 (5), p.6383-6405</ispartof><rights>The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c270t-941cc5dcedec3a86d630e4b78812de87b628fbc9a102ce254e8599f71512edbe3</cites><orcidid>0000-0001-5962-0448</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,777,781,27905,27906</link.rule.ids></links><search><creatorcontrib>Gong, Xin</creatorcontrib><creatorcontrib>Yu, Shufan</creatorcontrib><creatorcontrib>Xu, Jie</creatorcontrib><creatorcontrib>Qiao, Ailing</creatorcontrib><creatorcontrib>Han, Han</creatorcontrib><title>The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking</title><title>Education and information technologies</title><addtitle>Educ Inf Technol</addtitle><description>Tangible programming combines the advantages of object manipulation with programmable hardware, which plays an essential role in improving programming skills. As a tool for ensuring the quality of projects and improving learning outcomes, the PDCA cycle strategy is conducive to cultivating reflective thinking. However, there is still a lack of empirical research on the effect of introducing the PDCA cycle strategy into programming education. In this study, using a PDCA cycle strategy, in a four-pronged model of “(P)draw up a plan, (D)assemble and programming, (C)test and debug, display and reflect (A),” and its effects on students’ programming skills and their reflective thinking were explored. There were 65 children between the ages of 7 and 8 years participated in this study. There were 31 students in each of the experimental group and the control group. A combination of qualitative and quantitative research methods was adopted in this research, and students’ programming processes and results were observed and counted. The study results revealed that after attending the ‘Magic Card Robot’ course that applied the PDCA cycle strategy, the experimental group students outperformed their counterparts in programming skills (sequencing, repetitive and conditional structures). Meanwhile, the experimental group students’ reflective thinking levels were higher than those of the control group students. These findings imply that tangible programming education using the PDCA cycle strategy in the course has potential.</description><subject>Computer Appl. in Social and Behavioral Sciences</subject><subject>Computer Science</subject><subject>Computers and Education</subject><subject>Control Groups</subject><subject>Education</subject><subject>Educational Technology</subject><subject>Experimental Groups</subject><subject>Information Systems Applications (incl.Internet)</subject><subject>Object Manipulation</subject><subject>Programming</subject><subject>Reflective practice</subject><subject>Research Methodology</subject><subject>Statistical Analysis</subject><subject>Students</subject><subject>Technology education</subject><subject>User Interfaces and Human Computer Interaction</subject><issn>1360-2357</issn><issn>1573-7608</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><recordid>eNp9kE1OwzAQhS0EEqVwAVaWWAfGdhI7y6r8SpVgUdaW40zStGkS7BSpO67B9TgJLkFix2pGmvfePH2EXDK4ZgDyxjNIRRYBFxHjIGQUH5EJS6SIZArqOOwihYiLRJ6SM-_XAJDJmE9IvlwhxbJEO9CupC-38xm1e9sg9YMzA1Z72rW03_V1478-Pulg2qrOw7l3XeXMdlu3FfWbumk8NW1BHZZNyKrfkQ6rut2E8zk5KU3j8eJ3Tsnr_d1y_hgtnh-e5rNFZLmEIcpiZm1SWCzQCqPSIhWAcS6VYrxAJfOUqzK3mWHALfIkRpVkWSlZwjgWOYopuRpzQ7W3HfpBr7uda8NLLYArEDFL46Dio8q6zvtQV_eu3hq31wz0gaUeWerAUv-w1AeTGE0-iNsK3V_0P65v0cF4zw</recordid><startdate>20240401</startdate><enddate>20240401</enddate><creator>Gong, Xin</creator><creator>Yu, Shufan</creator><creator>Xu, Jie</creator><creator>Qiao, Ailing</creator><creator>Han, Han</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0001-5962-0448</orcidid></search><sort><creationdate>20240401</creationdate><title>The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking</title><author>Gong, Xin ; Yu, Shufan ; Xu, Jie ; Qiao, Ailing ; Han, Han</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c270t-941cc5dcedec3a86d630e4b78812de87b628fbc9a102ce254e8599f71512edbe3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Computer Appl. in Social and Behavioral Sciences</topic><topic>Computer Science</topic><topic>Computers and Education</topic><topic>Control Groups</topic><topic>Education</topic><topic>Educational Technology</topic><topic>Experimental Groups</topic><topic>Information Systems Applications (incl.Internet)</topic><topic>Object Manipulation</topic><topic>Programming</topic><topic>Reflective practice</topic><topic>Research Methodology</topic><topic>Statistical Analysis</topic><topic>Students</topic><topic>Technology education</topic><topic>User Interfaces and Human Computer Interaction</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Gong, Xin</creatorcontrib><creatorcontrib>Yu, Shufan</creatorcontrib><creatorcontrib>Xu, Jie</creatorcontrib><creatorcontrib>Qiao, Ailing</creatorcontrib><creatorcontrib>Han, Han</creatorcontrib><collection>CrossRef</collection><jtitle>Education and information technologies</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Gong, Xin</au><au>Yu, Shufan</au><au>Xu, Jie</au><au>Qiao, Ailing</au><au>Han, Han</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking</atitle><jtitle>Education and information technologies</jtitle><stitle>Educ Inf Technol</stitle><date>2024-04-01</date><risdate>2024</risdate><volume>29</volume><issue>5</issue><spage>6383</spage><epage>6405</epage><pages>6383-6405</pages><issn>1360-2357</issn><eissn>1573-7608</eissn><abstract>Tangible programming combines the advantages of object manipulation with programmable hardware, which plays an essential role in improving programming skills. As a tool for ensuring the quality of projects and improving learning outcomes, the PDCA cycle strategy is conducive to cultivating reflective thinking. However, there is still a lack of empirical research on the effect of introducing the PDCA cycle strategy into programming education. In this study, using a PDCA cycle strategy, in a four-pronged model of “(P)draw up a plan, (D)assemble and programming, (C)test and debug, display and reflect (A),” and its effects on students’ programming skills and their reflective thinking were explored. There were 65 children between the ages of 7 and 8 years participated in this study. There were 31 students in each of the experimental group and the control group. A combination of qualitative and quantitative research methods was adopted in this research, and students’ programming processes and results were observed and counted. The study results revealed that after attending the ‘Magic Card Robot’ course that applied the PDCA cycle strategy, the experimental group students outperformed their counterparts in programming skills (sequencing, repetitive and conditional structures). Meanwhile, the experimental group students’ reflective thinking levels were higher than those of the control group students. These findings imply that tangible programming education using the PDCA cycle strategy in the course has potential.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s10639-023-12037-4</doi><tpages>23</tpages><orcidid>https://orcid.org/0000-0001-5962-0448</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 1360-2357
ispartof Education and information technologies, 2024-04, Vol.29 (5), p.6383-6405
issn 1360-2357
1573-7608
language eng
recordid cdi_proquest_journals_3028034164
source Springer Nature
subjects Computer Appl. in Social and Behavioral Sciences
Computer Science
Computers and Education
Control Groups
Education
Educational Technology
Experimental Groups
Information Systems Applications (incl.Internet)
Object Manipulation
Programming
Reflective practice
Research Methodology
Statistical Analysis
Students
Technology education
User Interfaces and Human Computer Interaction
title The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-20T00%3A14%3A05IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=The%20effect%20of%20PDCA%20cycle%20strategy%20on%20pupils%E2%80%99%20tangible%20programming%20skills%20and%20reflective%20thinking&rft.jtitle=Education%20and%20information%20technologies&rft.au=Gong,%20Xin&rft.date=2024-04-01&rft.volume=29&rft.issue=5&rft.spage=6383&rft.epage=6405&rft.pages=6383-6405&rft.issn=1360-2357&rft.eissn=1573-7608&rft_id=info:doi/10.1007/s10639-023-12037-4&rft_dat=%3Cproquest_cross%3E3028034164%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c270t-941cc5dcedec3a86d630e4b78812de87b628fbc9a102ce254e8599f71512edbe3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=3028034164&rft_id=info:pmid/&rfr_iscdi=true