Computational thinking skills are increasingly required for working with information technology products and are considered core learning objectives in science and technology curriculums across all grades. However, there is yet to be a curriculum model for computational thinking, and many teachers are still figuring out this issue and designing courses to cultivate these skills in students. We planned 8-course periods for 108 curriculums, using the Bebras International Computational Thinking Challenge and programming learning motivation scale to evaluate game-based lessons from Code.org. The grade-3 and -4 students were randomly divided into self-regulation and guided-learning groups, and 153 valid data were analyzed using paired t tests and ANCOVA. As a result, we found the learning behaviors of the two groups of students to be worthy of further exploration in terms of time management and help-seeking learning strategies. Code.org’s game-based lessons effectively engage students to complete most of the course, addressing the usual course completion issues when self-paced. The self-regulation group spent more time in peer discussions and had better learning outcomes than the guided-learning group. To this end, we provide detailed curriculum information as a teaching model for the self-regulated learning of computational thinking in primary schools.
The development of creativity plays a decisive role in the future development of human life as it stimulates divergent thinking and grants the critical ability to innovate and solve problems. Therefore, the question of how to encourage students’ creativity has also attracted the attention of related research in various fields. Our study used the Scratch visual programming tool to allow students to create their own digital games. We used different technological devices as external stimuli during the research process to stimulate students’ creative ideas. We provided four control devices: a keyboard and mouse, PicoBoard, a 65-inch touch screen, and a Wii remote control for 92 fifth-grade students in four S-shaped classes. After a 12-week experimental process, students designed their original Scratch game. The results of the study found that differences in device properties correspond to different items of creativity: devices highly relevant to students’ life experiences improve the flexibility and elaboration of creativity. Innovative controls promote creative originality. The freedom of device control can increase the fluency of creativity. Therefore, providing control devices with different properties will allow teachers to establish learning environments that foster creativity. Finally, we speculate on the impact of other control devices on creativity based on the research results for future reference.