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Scheer, A., et al., Transforming constructivist learning into action: Design thinking in education. 2012. 17(3).

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Article

Integrating Design Thinking into Interdisciplinary Course with STEM-based Robotic Game <Frontier Guards>

1Department of Information and Learning Technology, National University of Tainan, Taiwan

2Graduate Institute of Network Learning Technology, National Central University, Taiwan


American Journal of Educational Research. 2022, Vol. 10 No. 10, 599-611
DOI: 10.12691/education-10-10-3
Copyright © 2022 Science and Education Publishing

Cite this paper:
Hsin-Yin Huang, Ju-Ling Shih. Integrating Design Thinking into Interdisciplinary Course with STEM-based Robotic Game <Frontier Guards>. American Journal of Educational Research. 2022; 10(10):599-611. doi: 10.12691/education-10-10-3.

Correspondence to: Hsin-Yin  Huang, Department of Information and Learning Technology, National University of Tainan, Taiwan. Email: franch28@gmail.com

Abstract

This study introduces an interdisciplinary course for STEM-based robotic game <Frontier Guards> integrating with the design thinking (DT) model and evaluates the effectiveness of students’ DT and STEM abilities. Students learned to design, assemble, test, and remodify their robotics by using the concept of DT, as well as learned to collaborate with team members. A room-size floor map was used to build the game scenario depicting an aboriginal region in Taiwan with terrains and obstacles on the routes for reliving a short piece of Tayal history. Students were assigned to role-play the two parties of frontier guards and learn the history, assess the confrontational situations, design and construct robotics, and iterate during the game sessions. Thirteen 6th-grade students were divided into two parties to design defensive fortifications and fighting vehicles that can be remotely controlled by using block programming for attacking, defending, and snatching the opponent’s objects and winning the game, as were fourteen 5th graders. This study investigated how DT facilitated the achievement of instructional goals by using learning sheets, DT and STEM questionnaires, and interviews. Discussions and reflections during the creation process and the strategic decisions in the game were observed to analyze students’ improvements in problem-solving skills. The result of the study can be proved that using the interdisciplinary robotic game with DT can enhance students' learning motivation, engagement, DT skills, and STEM performances, as well as problem-solving skills.

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