simplified assembly process with fewer parts and
larger components for ease of use. Furthermore,
normal mode targets elementary to middle school
students. Throughout this difficulty a moderate
number of parts are available to assemble requiring
the student to utilize their problem-solving abilities to
a greater extent than on the easiest mode. The last
difficulty level is intended for older students aged
around 16 and beyond and involves the assembly of
every component of the drone mimicking a complete
and realistic assembly process.
Secondly, an enhanced simulated flying
experience can be achieved by implementing
additional features such as the ability to adjust
movement values for puzzle pieces with sliders
offering the user a more granular control and deeper
learning opportunities. Furthermore, Phone-to-Tablet
connectivity is a planned feature which allows to
connect a smartphone to the tablet or iPad running the
program enabling the phone to function as a
controller for the simulated drone.
Although this paper explicitly excluded other
STEM branches like mathematics and physics at the
current development phase, future iterations of the
“Air:Bit Drone Simulation” and drone workshops are
intended to reintegrate STEM-related subjects that
were discarded beforehand.
Thirdly, in future experiments we also aim to
observe the effect that the proposed study methods
have on long-term retention of acquired knowledge.
Lastly, this paper proposes the expansion of the
puzzle-based coding section by increasing the
number of playable stages involving puzzle-based
commands and creating additional puzzle pieces.
REFERENCES
Abdi, A. (2014). The Effect of Inquiry-based Learning
Method on Students’ Academic Achievement in
Science Course, Universal Journal of Educational
Research 2(1): 37-41. DOI: 10.13189/ujer.2014.020
104
Bers, M. U. (2018). Coding as a playground: Programming
and computational thinking in the early childhood
classroom. Routledge. DOI:10.4324/9781003022602
Bovill, C. (2020). Co-creation in learning and teaching: the
case for a whole-class approach in higher education.
Higher education, 79(6), 1023-1037. DOI:10.1007/
s10734-019-00453-w
Fredriksen, H. (2021). Investigating the affordances of a
flipped mathematics classroom from an activity
theoretical perspective. Teaching Mathematics and its
Applications 40(2):83-98. DOI:10.1093/teamat/hraa0
11
Gannod, G., Burge, J., Helmick, M. (2008). Using the
inverted classroom to teach software engineering.
International Conference on Software Engineering.
777-786. DOI:10.1145/1368088.1368198.
Gladun, M., Buchynska, D. (2017). Tools For Inquiry-
Based Learning In Primary School. Open Educational
E-Environment Of Modern University. DOI:10.28925/
2414-0325.2017.3.4354
Gilboy, M.B., Heinerichs, S., & Pazzaglia, G. (2015).
Enhancing student engagement using the flipped
classroom. Journal of nutrition education and behavior,
47(1), 109-114. DOI:10.1016/j.jneb.2014.08.008
Herout, L. (2016). Application Of Gamification And Game-
Based Learning In Education. DOI:10.13140/RG.2.1.1
513.3680.
Laal, M., & Ghodsi, S. M. (2012). Benefits of collaborative
learning. Procedia-social and behavioral sciences, 31,
486-490. DOI:10.1016/j.sbspro.2011.12.091
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk,
N., & East, M. (2009). Scratch: Programming for all.
Communications of the ACM, 52(11), 60-67.
DOI:10.1145/1592761.1592779
Tobias, S., Fletcher, J.D., & Wind, A.P. (2014). Game-
based learning. Handbook of research on educational
communications and technology, 485-503.
DOI:10.1007/978-1-4614-3185-5_38
van Alten, D., Phielix, C., Janssen, J., Kester, L. (2019).
Effects of Flipping the Classroom on Learning
Outcomes and Satisfaction: a Meta-Analysis.
Educational Research Review. 28. 1-18. DOI:10.1016/
j.edurev.2019.05.003.
Weintrop, D., & Wilensky, U. (2015). To block or not to
block, that is the question: Students’ perceptions of
blocks-based programming. Proceedings of the 14th
International Conference on Interaction Design and
Children, 199–208. https://doi.org/10.1145/2771839.2
77186
Wing, J.M. (2006). Computational thinking.
Communications of the ACM, 49(3), 33-35.
DOI:10.1145/1118178.1118215
Zainuddin, Z., Chu, S.K.W., Shujahat, M., & Perera, C.J.
(2020). The impact of gamification on learning and
instruction: A systematic review of empirical evidence.
Educational Research Review, 30(1):100326.
DOI:10.1016/j.edurev.2020.100326