Exploring the Effectiveness of Learning Scratch Programming with Code.org The technology is progressing nowadays, and the threshold of accessing computer program is more and more diversified for the students. We hope to bring students to learn and like computer program naturally in the ways of games, which will induce the students to learn the ways of logical thinking within the educational field. The target of the research is the students of third grade in public elementary schools, in which the research teaches and adopts scaffolding theory within the program courses under the concept of spiral curriculum. Moreover, the research adopts the Code.org and Scratch application programs combined with ways of computational thinking to lead the students into the world of computer programming, which also pursues the methodology of pretest. The Scratch adopts the normal teaching ways, while the Code.org apply the APP of Angry Bird to teach. The research observes the studentsu0027 reactions and scores the result according to the outcome of Scratch done by the students. Then the research pursues the methodology of posttest and the satisfaction survey.

Development of WebBased Programming Learning Support System with Graph Drawing of Mathematics as a Learning Task STEAMblended programming education is considered to be particularly effective for training computational thinking. In this paper, we aim to develop a webbased learning environment for STEAMblended programming education. The proposed system can provide the learning materials of JavaScript that can easily carry out STEAM education at educational institutions. To effectively realize STEAMblended programming education, visual programming is useful. Therefore, first, we will examine the learning effectiveness of visual programming. Next, we will develop a webbased programming learning support system based on Mathematics learning with JavaScript. After the above, the concept of STEAMblended learning material using LEGO Mindstorms EV3 is shown.