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Related Concept Videos

Purposive Learning01:22

Purposive Learning

204
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
204
Cognitive Learning01:21

Cognitive Learning

516
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
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Learning Disabilities01:25

Learning Disabilities

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Learning disabilities are cognitive disorders caused by neurological impairments that affect cognitive functions like language and reading, without indicating overall intellectual or developmental challenges. These disabilities differ from global intellectual or developmental disabilities as they are limited to distinct cognitive functions. Common learning disabilities include dysgraphia, dyslexia, and dyscalculia, each of which impacts unique aspects of learning.
Dyslexia
Dyslexia is a...
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Updated: Sep 9, 2025

Interactive and Visualized Online Experimentation System for Engineering Education and Research
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Start learning coding without computers? A case study on children's unplugged gamified coding education tool with

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  • 1School of Animation and Digital Arts, Communication University of China, Nanjing, China.

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Summary
This summary is machine-generated.

Gamification elements like role-playing and cooperation enhance children's flow experience and learning engagement in coding education. Rewards and cooperation also directly boost motivation, improving educational outcomes.

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Area of Science:

  • Educational Technology
  • Human-Computer Interaction
  • Cognitive Psychology

Background:

  • Computational thinking is crucial for children's development.
  • Gamification significantly enhances educational engagement.
  • Unplugged coding tools offer accessible learning without devices.

Purpose of the Study:

  • To investigate the impact of gamification elements on children's flow experience and learning engagement in unplugged coding education.
  • To test the Stimulus-Organism-Response (S-O-R) theory in this context.
  • To provide practical insights for designing effective coding education tools.

Main Methods:

  • An experimental study using an unplugged coding education prototype, "Coding Adventure."
  • An explanatory sequential mixed-methods approach with 295 elementary students (aged 8-10).
  • Qualitative interviews with 12 stratified participants.

Main Results:

  • Role-playing and cooperation significantly enhance children's flow experience.
  • Flow experience positively impacts learning engagement through immersion and goal-orientation.
  • Rewards and cooperation directly increase learning engagement and motivation.

Conclusions:

  • Gamification elements, particularly role-playing and cooperation, are effective in fostering flow and engagement in children's coding education.
  • The S-O-R framework provides a useful lens for understanding these effects.
  • Designers can leverage these findings to create more immersive and achievement-oriented coding tools.