Pre-service teacher development of technological pedagogical content knowledge in teaching computer programming : design and practices of mobile-assisted games for secondary education

dc.contributor.advisorPatcharin Panjaburee
dc.contributor.advisorKhajornsak Buaraphan
dc.contributor.advisorPratchayapong Yasri
dc.contributor.authorChanayuth Changpetch
dc.date.accessioned2026-01-08T09:41:14Z
dc.date.available2026-01-08T09:41:14Z
dc.date.copyright2022
dc.date.created2026
dc.date.issued2022
dc.description.abstractThe concept of variables and loops is the fundamental concept for students in learning computer programming. There is less empirical research on pre-service teachers using mobile-assisted game-based learning (MAGBL) with computer programming learning. Therefore, this study aimed to address this shortcoming by providing empirical evidence for evaluating the computer programming knowledge of K-12 students leading to the design of a pre-service teacher course. This mixed-method study consisted of three phases; 1) Preliminary phase, a survey was conducted to investigate variable and loop misconceptions of 151 pre-service teachers and find the suitable programming-assisted tool. The data was collected by using misconceptions tests in three groups of different programming-assisted tools consisting of Logo (n = 22), Scratch (n = 73), and Python (n = 56). Data analysis was operated with Kruskal-Wallis and Mann-Whitney U tests. 2) Phase I, an experimental research method was employed used to identify the effectiveness of the card and board games with MAGBL in reducing variable and loop misconceptions of 107 secondary students. Misconception tests (MTs) and reflective essays (RE) were used to collect data. Data analysis was performed with frequency, one-way-repeated measures, pairwise comparisons, and thematic analysis. 3) Phase II, mixed methods research was used to examine teacher development course on computer programming with 36 pre-service teachers. This course consisted of 6 hours a day and lasted three days. The data was collected by using MTs, self-reported surveys on technological pedagogical content knowledge (TPCK), RE, and interview forms. Data analysis was performed with one-way-repeated measures, pairwise comparisons, and thematic analysis. The results of the three phases showed that Python and Scratch can better interpreted the misconceptions about variables and loops respectively. Moreover, the used of games with MAGBL revealed a significantly reduction in students’ misconceptions, understood the major misconception of each concept, and informed complications in both games. Furthermore, implementing games with MAGBL with activities in Phase II indicated that the pre-service teachers significantly understand both concepts and improved their four knowledge-related dimensions of TPCK after participating in the pre-service teacher course.
dc.format.extentxii, 103 leaves : ill.
dc.format.mimetypeapplication/pdf
dc.identifier.citationThesis (Ph.D. (Science and Technology Education))--Mahidol University, 2022)
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/123456789/113949
dc.language.isoeng
dc.publisherMahidol University. Mahidol University Library and Knowledge Center
dc.rightsผลงานนี้เป็นลิขสิทธิ์ของมหาวิทยาลัยมหิดล ขอสงวนไว้สำหรับเพื่อการศึกษาเท่านั้น ต้องอ้างอิงแหล่งที่มา ห้ามดัดแปลงเนื้อหา และห้ามนำไปใช้เพื่อการค้า
dc.rights.holderMahidol University
dc.subjectComputer programming -- Study and teaching
dc.subjectMobile-assisted language learning
dc.subjectTeachers -- Training of
dc.subjectTPCK (Education)
dc.titlePre-service teacher development of technological pedagogical content knowledge in teaching computer programming : design and practices of mobile-assisted games for secondary education
dc.typeDoctoral Thesis
dcterms.accessRightsopen access
thesis.degree.departmentInstitute for Innovative Learning
thesis.degree.disciplineScience and Technology Education
thesis.degree.grantorMahidol University
thesis.degree.levelDoctoral degree
thesis.degree.nameDoctor of Philosophy

Files

Collections