1. Introduction
Enhancing students’ enthusiasm for learning has always been a vital issue in higher education. With the advance of technology, however, many students are becoming increasingly addicted to mobile games and online communities—even in the classroom. These distractions affect their learning and mean they do not acquire the talents needed by industries upon their graduation. The phenomenon decreases students’ capabilities after higher education. Therefore, it has become a challenge for teachers to find approaches to reclaim students’ enthusiasm for learning. In response to environmental changes in higher education, researchers have proposed many innovative teaching methods. Studies have found that the flip education model is one of the much-discussed approaches to recovering students’ enthusiasm. Some well-known examples are: PaGamO developed by Professor Ping-Cheng Yeh, which adapted online games to stimulate students by rewarding points for answering questions and solving problems meaning that students gain the thrill of competition while learning. The other example is Cheng-Chung Wang who adopted the MAPS (Mind Mapping, Asking Questions, Presentation, Scaffolding Instruction) teaching model in teaching the Chinese language to increase students’ language capacities through team competition and raise the capacity for peer learning and reflective learning, achieving teamwork learning effectiveness, and increasing self-learning and problem-solving skills so that students can maintain their interest in and enthusiasm for learning the programming language. This study explores new teaching methods designed to help students to revitalize their enthusiasm for learning and reflective learning.
Using the teaching concepts of MAPS, this study employed Scaffolding Instruction to implement a new teaching model that uses peer pressure and an independent learning environment. The model encourages students to share their work, engages them in after-class discussions and develops their problem-solving capabilities. In the course of guiding students, this study rewarded students with learning points through homework or quizzes. After class, a bidding mechanism was used to exchange learning points for rewards to stimulate greater learning enthusiasm. Peer assessment was also employed to stimulate the students of lower achievement. By analyzing students’ grades, their learning progressed, and the effectiveness of the new teaching model was observed.
2. Literature Review
2.1. Flip Learning
Innovations in teaching practices often face obstacles, e.g., insufficient time for teaching innovation, parental rejection, and teachers’ unwillingness to change. On the other hand, the success of teaching reform depends on learning effectiveness [
1]. Allowing every student to learn independently is the foundation of higher education [
2]. Flipped learning changes the relationship between teachers and students, allowing students to take on the role of active learning. It has been used in various teaching situations of higher education. Teachers provide students with the material for independent learning in higher education; however, they also need to keep track of student learning progress to enable effective learning, providing students with adequate rewards and encouragement at times. Competition and peer assessment can also serve as a way of rewarding learning. It can encourage students to collaborate and grow through constructive competition.
Teachers can shape a better learning environment to improve student performance and provide an opportunity for reflective learning. The most representative innovative flipped education method is PaGamO. PaGamO is learning software that uses an online battle game and assists students in effective learning in several ways, such as:
1. It can detect students’ comprehension of basic concepts and allow teachers to fine-tune their subsequent teaching;
2. Students can do reflective learning, know their own learning status, and adjust their learning strategies accordingly, especially by learning to collaborate with others; and
3. The game questions are integrated with usual tests; thus, students who reach high scores in games also reach high scores in tests, which increases students’ willingness to learn through the software [
3].
2.2. Exploration in MAPS Teaching Method
The MAPS teaching method created by Wang set off an educational revolution, by advocating stimulating students’ learning motivation through a daily “0.01 change” to flip their life [
4,
5]. A significant disparity in learning motivation is very common in rural schools and in higher education. Using the MAPS teaching method can solve the issue with collaborative learning. MAPS first classified students into levels of A, B, C, and D based on their performance, and students of different levels were then mixed and regrouped. Students answered questions through teamwork. When the answer was made by a student of a higher level, lower points were awarded than when the answer was made by a student of a lower level. This differential reward system stimulated the learning motivation of low-level students and created a positive learning cycle for them [
4]. MAPS consists of four parts: Mind Mapping, Asking Questions, Presentation, and Scaffolding Instruction. The function and purpose of each part are as follows:
(1) Mind Mapping: Help students to enhance their memory and expand the mind map of thinking.
(2) Asking Questions: Teachers design questions from various perspectives and help students to construct learning strategies through classroom questions and answers.
(3) Presentation: Through group presentations, teachers can determine if students learned, and if the system produced effective learning.
(4) Scaffolding Instruction. Due to the disparity in each individual student’s starting point and motivation to learn, the heterogeneous group cooperative learning model is adopted. It is a useful method in higher education because students may have different background knowledge for a class. This allows low- and medium-level students to receive timely assistance from the high-level students in the group while further enhancing the reflective learning of high-achievement students [
6,
7].
2.3. QR Code
In 1994, the QR Code (Quick Response Code) was invented by a Japanese company called Denso-Wave. In 2000, it was recognized by the International Standard Organization (ISO) and became an international bar code standard. QR Codes can be scanned from any angle and present the stored information [
8]. If the QR Code pattern has wear and cannot be recognized, it can still be read within an allowable blur range. Thus, the QR Code has high fault tolerance and is now a common technology used in everyday life [
9].
The data storage capacity of the QR Code is 7089 numeric characters, 4296 alphanumeric characters, and 2953 binary characters. It uses the 984 characters of UTF-8 encoding and can represent roughly the amount of text contained in an A4 size paper. The QR Code is a square graphic as shown in
Figure 1, using a 1:1:3:1:1 ratio of “black, white, black, white, and black” to enhance its interpretability. To improve the limitations of black-and-white graphic interpretation, various colors can now also be used in three distinctive squares at the corners of the QR Code to assist decoding software in direction interpretation [
10]. Because QR Codes provide an easy way for students to read the stored information, they have been used frequently by teachers in higher education in recent years.
2.4. Information Education and Learning Assessment Development
For students taking an Information major, the focus of programming courses lies not just in memorizing program syntax but also in learning to use programming logic to solve problems. It is the main teaching goal for students to learn a programming language in higher education. However, current programming interfaces are mostly instructional editing interfaces instead of graphic interfaces which could raise the learning performances and increase the students’ interest in learning programming [
1,
11]. Additionally, in the process of program writing, it is difficult for teachers to immediately understand the students’ learning conditions and the difficulties they are encountering. This is a challenge for programming learning in higher education [
7]. To understand students’ progress, evaluating an individual student’s work is the most common practice currently. However, using assessment results to facilitate students’ learning outcomes is a different and complex issue [
12,
13,
14,
15,
16]. Peer assessment may be one of the solutions. In past literature, it was found that peer assessment has a positive effect on students’ reflective learning, and it motivates students to do extracurricular activities to get higher scores [
17,
18]. Incorporating peer assessment in teaching also provided a better learning environment [
19,
20].
2.5. R Language
R Language is an operating environment for writing programs and was developed by Ross Ihaka and Robert Gentleman in 1993. The primary use of R Language is in data analysis. It can not only find the relationship between data (e.g., data mining) but also provide users with powerful graphic functions for data visualization. R Language can be executed on a variety of platforms, using a text interface or a visually graphic interface (e.g., Rstudio). R Language can easily expand its functions through kits to meet the needs of various users [
21,
22]. This study employed R Language to produce a relationship chart to observe the relationship between student achievement and teacher achievement.
3. System Architecture and Implementation
3.1. System Architecture
This study proposed combining MAPS of educational concepts and APP (Application) development to enhance students’ interest in learning. To provide teachers with an innovative new teaching tool, the study employed low-cost and popular QR Codes as a vehicle in building an innovative teaching model with an answer points and bidding system. The system architecture is shown in
Figure 2. Adopting cloud application, the study provided students and teachers, through the Internet service, with the software and hardware developed based on the actual needs to stimulate students’ enthusiasm for learning and students’ behaviors for reflective learning.
There are three parts in this system architecture: Student Interface, Teacher Interface, and Management Interface. The functions of the Student Interface include:
- (1)
taking course exams,
- (2)
collecting learning points;
- (3)
bidding with learning points to get rewards;
- (4)
reviewing learning achievement statistics; and
- (5)
conducting account management.
The functions of the Teacher Interface include:
(1) uploading tests, producing a QR Code for the test (students acquire the test by scanning the QR Code and receive learning points after passing the test);
(2) querying and modifying class and student statistics; (3) uploading rewards data; (4) ruling on bids for popular rewards; and
(5) conducting account management.
The functions of the Management Interface include:
- (1)
managing the Teacher and Student Interface accounts;
- (2)
maintaining the system and webpage servers; and
- (3)
managing online tests and collecting point data.
3.2. System Implementations
The software and hardware used for the system developed in this study are shown in
Table 1.
3.3. Database Planning
This study employed MySQL’s branch database MariaDB, which supports standard SQL (Structured Query Language) syntax, APIs (Application Program Interface) and command columns. Based on the system’s functional requirements, the data table and the fields of the database are planned as follows:
User: The fields of the table include Uid, Email, Uname, Upasswd, Point, and Uprimess.
Exam: The fields of the table include Ectopic, Eoption_1, Eruption _2, Eoption_3, Eoption_4, and Answer.
Shop: The fields of the table include Sid, Sitem, Sprint, and Picture.
History: The fields of the table include Uid, Eid, and Epoint.
History: The fields of the table include Uid and Sid.
The association between the data sets in this research database is shown in
Figure 3.
3.4. Learning Point System Processes
Students can take a test after installing the app. By passing the test, they earn learning points. In addition, teachers can use the Hash Function to generate a QR Code for one-time learning points as an incentive for students to actively participate. Students redeem points to do competitive bidding for prizes. Students first enter the learning points they want to bid for a prize. If the points are above a minimum amount of points that is used to exchange rewards, and exceed bids by other students, they can successfully redeem the prize. The process of earning and redeeming learning points is shown in
Figure 4.
3.5. Mobile Phone Interface Designs
The mobile phone interface design includes the Student Interface, the Teacher Interface, and the Management Interface. After students log into the system, they can choose “My Area”, “Instant test”, “Reward Bidding”, “Scan QR Code” or “Setting”. In “My Area”, students can view course-related information. In “Instant test”, students can receive tests from teachers. In “Reward Bidding”, students can redeem prizes by bidding more learning points than other students. Lastly, when teachers want to encourage the student to focus on the class, teachers can generate a QR Code and allow students to scan the QR Code to obtain learning points. The mobile phone interface design on the Student Interface is shown in
Figure 5. The functions of the Teacher and Management Interfaces include uploading test items, gathering statistics of student data, uploading pictures of reward items, reviewing the numerical range of test results, and exporting it into a grade report.
3.6. Course Designs and After-Class Assessment Analysis
The purpose of this study is to allow students to learn a programming language efficiently. The programming language students learned in this study is Scratch, which was developed by the Massachusetts Institute of Technology (MIT) in 2007. Scratch can operate on a browser to write and execute programs. Users can develop programs without installing special software so it provides a good environment for beginners. Scratch uses a visual programming interface, which is more easily accepted by students than the text interface used by many other programs. Students only need to drag the blocks to complete a simple program, which significantly lowers the threshold of programming knowledge required.
The criteria for peer assessment are shown in
Table 2;
Table 3.
Table 2 lists the scoring criteria for each score from 1 to 5 points. Each score has a clear description of the criteria. To prevent students from scoring errors due to insufficient understanding of the scoring criteria, before conducting peer assessment, the teachers must give a detailed explanation of the scoring criteria.
Table 3 lists the program language learning objectives that each score is scheduled to achieve; listed respectively are the processing logic, component usage, program simplification, appearance, and functionality.
Teachers can understand students’ professional level through analyzing the gap between students and their scores; they can also understand whether the current course content meets the teaching objectives. Through analyzing professional approaching status, students can understand whether their learning meets the teacher’s expectation. The score sheet is shown in
Table 4.
After each peer assessment, students can calculate their own growth. Their value level and improvement over time lets them understand their learning progress. The detailed score sheet is shown in
Table 5.
Based on the results of peer assessment, teachers reward students with learning points according to the reward tables (as shown in
Table 6). The number of learning points rewarded are 5 points for scores of 90 or above, 3 points for scores of 80–89, 2 points for scores of 70–79, 1 point for scores of 60–69, and 0 points for scores of less than 60. Students can view from the app on their mobile phones the exchangeable items and the learning points required to redeem the items.
Table 7 shows the items for redemption. Students can accumulate the learning points earned for the whole semester to exchange for higher-end prizes. In addition to earning learning points from the scores of peer assessment, students may also acquire points from accomplishing tasks assigned by the teacher or answering questions in class.
4. Learning Effectiveness Analysis
A total of 37 college students participated in the study. The participants were divided into 12 groups in a mobile phone programming course. The details of peer assessment and the teacher’s professional assessment are shown in
Figure 6. The student peer assessment and teacher score results are shown in color-coded point diagrams, marking the group numbers and group scores received, respectively. The differences displayed in
Figure 6 were used to observe whether student peer assessment results aligned with the teacher’s professional score criteria or demonstrated significant disparity.
Figure 6 shows the distribution of various student groups and teacher scores.
Figure 7 shows the differences in students’ and teachers’ assessments at a professional level. Students are represented by dots, and the teachers are represented by triangles. The vertical axis of the chart represents the scores of peer assessment and teacher assessment, respectively. The horizontal axis of each chart represents students’ professional approaching degree. It can be observed that in most groups, the assessment results of students and teachers were close, and the score of students was often lower than the score of teachers.
Figure 8 shows the learning status of the respective students. In the figure, a dot represents the scores of the first assignment and a triangle represents the scores of the second assignment. The vertical axis represents the score value achieved for the assignment, and the horizonal axis represents the value change of students’ professional self-growth. It can be observed that most students made progress in the second assignment; however, it also shows that three students showed significant declines (<−0.4).
5. Conclusions
Based on MAPS theory, this study developed a software application that can enhance students’ course participation. A teacher can teach students with the software following the four steps of MAPS theory, which are Mind Mapping, Asking Questions, Presentation, and Scaffolding Instruction. Before the class began, the teacher announced to students the problem to be solved and divided students into groups for separate discussions on solutions. Then, students used the software to conduct peer assessment among themselves to raise students’ learning motivation. With the software, the teacher can flip the traditional learning approach and enhance students’ learning effectiveness.
The software has become one of the effective communication channels between the teachers and students. The functions of the software include homework assignment, online tests, and point-exchanging for items. Students can operate the software through mobile phones and their learning records can be stored in the cloud; teachers and students can perform learning effectiveness analysis through these learning records. The software collects both peer assessment and teacher assessment to calculate students’ performance. Through peer assessment, students can learn what other students think about their work, which can generate competitive pressure for improvement. The software can assist students and teachers in after-class analysis to have a better understanding of personal learning effectiveness. The software also designed in an incentive mechanism to enhance students’ learning motivation. Students can earn learning points by passing the tests and exchange the points earned for prizes. The results of this study confirm that the software can assist students in independent learning and guide students to regain their enthusiasm for learning through integrating information technology and innovative teaching.
Author Contributions
Conceptualization, T.-L.C. and T.-C.H.; Methodology, T.-L.C.; Software development, T.-Y.W.; Formal analysis, T.-C.K. and C.-C.C.; Writing—Original draft preparation, T.-L.C.; Writing—Review and editing, T.-L.C. and T.-C.K.; Funding acquisition, T.-L.C. and T.-C.H. All authors have read and agreed to the published version of the manuscript.
Funding
This research was funded by Projects of Natural Science Foundation of Fujian Province of China (Nos. 2017J01109), Science and Technology Planning Fund of Quanzhou (Nos. 2016T009) and the MOE Teaching Practice Research Program (PEE107142).
Acknowledgments
This work was supported by the Natural Science Foundation of Fujian Province of China (Nos. 2017J01109), Science and Technology Planning Fund of Quanzhou (Nos. 2016T009) and the MOE Teaching Practice Research Program (PEE107142).
Conflicts of Interest
The authors declare no conflict of interest.
References
- Fulton, K.P. Time for Learning: Top 10 Reasons Why Flipping the Classroom Can Change Education. Paperback; Corwin, a SAGE Company: Thousand Oaks, CA, USA, 2014. [Google Scholar]
- Wang, J.D. A Study on the Flipped Classroom Implementation in Taiwan. Master’s Thesis, Airiti Library, New Taipei City, Taiwan, 2017. Doc ID. U0016-0401201815560872. [Google Scholar]
- Chu, Y. Study on Learning Retention Based on PaGamO Platform. Master’s Thesis, National Digital Library of Theses and Dissertations, Taichung, Taiwan, 2018. UMI No. 106THMU0396010. [Google Scholar]
- Liao, W.C. The Effects of MAPS to Teach Earth Science in A Junior High School. Master’s Thesis, National Digital Library of Theses and Dissertation, Taichung, Taiwan, 2017. UMI No. 105YDU00396019. [Google Scholar]
- Wang, W.Y. The Action Research of Incorporating Cooperative Learning and MAPS Teaching Strategies to Chinese Teaching in Junior High School. Master’s Thesis, National Digital Library of Theses and Dissertation, Taichung, Taiwan, 2016. UMI No. 104PU000576001. [Google Scholar]
- Lian, Y.Z. A Study of Action Research on Improving the Reading Comprehension Ability of Grade Two Students in Primary Schools by Using MAPS Teaching Method. Master’s Thesis, 2017. Available online: https://hdl.handle.net/11296/6xg3yk (accessed on 29 May 2020).
- Bergmann, J.; Sams, A. Flipped Learning: Gateway to Student Engagement Eugene; International Society for Technology in Education: Portland, OR, USA, 2014. [Google Scholar]
- Lin, S.S.; Hu, M.C.; Lee, C.H.; Lee, T.Y. Efficient QR Code beautification with high quality visual content. IEEE Trans. Multimed. 2015, 17, 1515–1524. [Google Scholar] [CrossRef]
- Lin, T. Technology Acceptance Model to Explore QR-Code Trends-an Empirical Study of Smart Handheld Devices. Master’s Thesis, National Digital Library of Theses and Dissertation, Taichung, Taiwan, 2014. UMI No. 102NTUS5399024. [Google Scholar]
- Chen, Y.P. Development and Application of RFID and QR Code Technology of the Matching Breed Pigs Farm Management System. Master’s Thesis, National Digital Library of Theses and Dissertation, Taichung, Taiwan, 2015. UMI No. 103STUT8114002. [Google Scholar]
- Lin-Siegler, X.; Shaenfield, D.; Elder, A.D. Contrasting Case Instruction can Improve Self-assessment of Writing. Educ. Technol. Res. Dev. 2015, 63, 517–537. [Google Scholar] [CrossRef]
- Chiu, C.F. Introducing Scratch as the Fundamental to Study App Inventor Programming. In Proceedings of the 2015 International Conference on Learning and Teaching in Computing and Engineering, Taipei, Taiwan, 9–12 April 2015; pp. 219–220. [Google Scholar]
- Sean, K. Improving Engagement: The Use of ‘Authentic Self-and Peer-Assessment for Learning’ to Enhance The Student Learning Experience. Assess. Eval. High. Educ. 2012, 38, 875–891. [Google Scholar]
- Weintrop, D.; Wilensky, U. To Block or not to Block, that is the Question: Students’ Perceptions of Blocks-based Programming. In Proceedings of the 14th International Conference on Interaction Design and Children, Medford, MA, USA, 21–25 June 2015; pp. 199–208. [Google Scholar]
- Wheater, C.P.; Mark, A.; Peter, L.G.; Dunleavy, J. Students Assessing Student: Case Studies on Peer Assessment. Assess. Eval. High. Educ. 2015, 15, 13–15. [Google Scholar] [CrossRef]
- Dzhenzher, V.O. Computer Simulation at School Scratch and Programming Language Choosing Criteria. In Proceedings of the 2014 IEEE Global Engineering Education Conference (EDUCON), Istanbul, Turkey, 3–5 April 2014; pp. 727–732. [Google Scholar]
- Raoul, M.; Chi, B.; Ryan, N.; Jon, P. How Does Student Peer Review Influence Perceptions, Engagement and Academic Outcomes? A case study. Assess. Eval. High. Educ. 2013, 39, 657–677. [Google Scholar]
- Nielsen, K. Self-assessment Methods in Writing Instruction: A Conceptual Framework, Successful Practices and Essential Strategies. J. Res. Read. 2014, 37, 1–16. [Google Scholar] [CrossRef]
- Lanqin, Z.; Cui, P.P.; Li, X.; Huang, R.H. Synchronous Discussion between Assessors and Assessees in Web-Based Peer Assessment: Impact on Writing Performance, Feedback Quality, Meta-Cognitive Awareness and Self-Efficacy. Assess. Eval. High. Educ. 2017, 43, 500–514. [Google Scholar]
- Wilfred, C.; Kemmis, S. Becoming Critical: Education, Knowledge, and Action Research, London; Falmer Press: Philadelphia, PA, USA, 13 May 2015; p. c1986. [Google Scholar]
- Brooke, M. The Basics of Item Response Theory Using R. Meas. Interdiscip. Res. Perspect. 2018, 16, 203–207. [Google Scholar]
- Mine, Ç.R.; Colin, R. Infrastructure and Tools for Teaching Computing Throughout the Statistical Curriculum. Am. Stat. 2017, 72, 58–65. [Google Scholar]
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).