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Quasi-experimental design improved spatial understanding and motivation in junior high students with educational robotics, indicating effective learning outcomes.
Educational robotics (ER) has attracted growing attention as an effective means of cultivating computational thinking and programming skills through interactive, sensor-based learning environments. Integrating ER with visual programming platforms enables learners to engage in hands-on, technology-driven problem solving within authentic contexts. This study aimed to investigate the effects of a task-oriented instructional module, grounded in constructivist and experiential learning theories, that integrated App Inventor 2 with a six-axis robotic arm on junior high school students’ learning performance. A quasi-experimental design was conducted with 74 eighth-grade students from a junior high school in Hsinchu, Taiwan. The experimental group (n = 37) engaged in hands-on programming and robotic arm operations, whereas the control group (n = 37) received equivalent programming instruction with video demonstrations. Results indicated that the experimental group achieved significantly higher scores in spatial understanding, computational thinking, and programming logic. Students also reported greater motivation, lower cognitive load, and higher satisfaction with the integrated system. These findings suggest that combining App Inventor 2 with a physical robotic arm provides an effective framework for promoting computational thinking, motivation, and system interaction in technology education and smart learning environments.
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Huang et al. (2025) studied this question.
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