A Qualitative Analysis of Using Games Learning Programs to Improve Elementary Teachers’ Application of STEM Capabilities
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Asian Institute of Research, Journal Publication, Journal Academics, Education Journal, Asian Institute
Asian Institute of Research, Journal Publication, Journal Academics, Education Journal, Asian Institute

Education Quarterly Reviews

ISSN 2621-5799

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asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
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Published: 16 August 2021

A Qualitative Analysis of Using Games Learning Programs to Improve Elementary Teachers’ Application of STEM Capabilities

Yen Tzu Chen, Che-Hung Liu, Chih Yu Lee

National University of Tainan, Taiwan

asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
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doi

10.31014/aior.1993.04.03.336

Pages: 252-260

Keywords: Science, Technology, Engineering, And Mathematics (STEM), Game-Based Programming Learning, Big Six Skills

Abstract

This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing games can encourage beginners to go all in. There are also complete guidelines on the teaching platform, so beginning learners can quickly become familiar with the interactive model, which stimulates their curiosity and changes the traditional learning method of teaching by teachers and received by students. On the whole, learning programming itself is a rigid subject. At the fundamental stage, learners can be greatly interested in learning it. However, if learners cannot understand the learning goals, the advantages gained from their self-confidence and joy of learning will no longer exist. Among beginners to the novel model of learning programming while playing games, there is no obvious difference in learning effectiveness between male and female students. Learners who actively seek to solve problems during the learning process can achieve better learning efficacy.

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