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conceptualization, and test<strong>in</strong>g <strong>in</strong> new situations. Scaffold<strong>in</strong>g and fad<strong>in</strong>g were designed on the SPSML framework to<br />

support experiential learn<strong>in</strong>g. Us<strong>in</strong>g the SPSML framework, students could play different participatory roles <strong>in</strong><br />

mobile simulations and understand abstract concepts better.<br />

An <strong>in</strong>stance of the SPSML-based system LSAMD was implemented and evaluated. It was used to engage students <strong>in</strong><br />

a participatory role-play to learn abstract concepts of sort<strong>in</strong>g algorithms. Student attitudes towards the use of the<br />

system were evaluated us<strong>in</strong>g both a closed-ended and open-ended survey. The results show that generally the<br />

students expressed positive attitudes towards use of the system, and considered that the system helped them deepen<br />

their understand<strong>in</strong>g of the abstract concepts more effectively through scaffold<strong>in</strong>g, discussion, and trial and error <strong>in</strong><br />

the participatory simulations for experiential learn<strong>in</strong>g. This <strong>in</strong>dicates that the learn<strong>in</strong>g systems under the SPSML<br />

framework were conducive to the students’ experiential learn<strong>in</strong>g, improved their motivation, facilitated<br />

collaboration, and advanced their conceptual understand<strong>in</strong>g. Moreover, the experimental results also show that the<br />

SPSML framework was helpful to the students <strong>in</strong> improv<strong>in</strong>g their learn<strong>in</strong>g achievements <strong>in</strong> terms of complicated<br />

conceptual understand<strong>in</strong>gs.<br />

The ma<strong>in</strong> contribution of this study is to propose mobile learn<strong>in</strong>g with scaffold<strong>in</strong>g approach to improv<strong>in</strong>g students'<br />

learn<strong>in</strong>g performance <strong>in</strong> the area of computer algorithms. Although mobile learn<strong>in</strong>g and scaffold<strong>in</strong>g have been<br />

employed <strong>in</strong> previous studies, the application doma<strong>in</strong>s have ma<strong>in</strong>ly been natural science, social science or<br />

mathematics courses (Chen, Kao, & Sheu, 2003; Chu, Hwang, & Tsai, 2010; Hwang & Chang, 2011). To our<br />

knowledge, no mobile learn<strong>in</strong>g study with scaffold<strong>in</strong>g has been applied to computer courses, not to mention the<br />

learn<strong>in</strong>g of computer algorithms, which is fundamental and important for foster<strong>in</strong>g programm<strong>in</strong>g skills (Kordaki,<br />

Miatidis, & Kapsampelis, 2008). Therefore, the approach of this study is <strong>in</strong>novative from the perspective of learn<strong>in</strong>g<br />

computer algorithms.<br />

In comparison with the traditional approach, <strong>in</strong> which students practise computer algorithms with paper and pencil or<br />

a computerized edit<strong>in</strong>g system (Lau & Yuen, 2010), the SPSML-based system not only situates the students <strong>in</strong> a<br />

context for experienc<strong>in</strong>g each step of the algorithms, but also provides them with various learn<strong>in</strong>g supports (e.g.,<br />

supplementary materials and feedback). Moreover, those computerized systems developed by previous studies, such<br />

as the TRAKLA2 system (Malmi, Karavirta, Korhonen, Nikander, Seppälä, & Silvasti, 2004), an <strong>in</strong>teractive<br />

algorithm simulation system with animation, are more like the system used by the control group of this study. That is,<br />

<strong>in</strong> those previously developed systems for teach<strong>in</strong>g computer algorithms, no scaffold<strong>in</strong>g (i.e., fade-<strong>in</strong> and fade-out of<br />

discussion, help, and feedback functions) is provided, not to mention the provision of experiential learn<strong>in</strong>g.<br />

To sum up, <strong>in</strong> this study, the participatory simulations us<strong>in</strong>g mobile technologies have situated the students well <strong>in</strong><br />

experiential learn<strong>in</strong>g contexts (Klopfer & Squire, 2008); moreover, the <strong>in</strong>tegration of participatory simulations and<br />

scaffold<strong>in</strong>g is helpful to the students <strong>in</strong> significantly ga<strong>in</strong><strong>in</strong>g a higher accuracy rate <strong>in</strong> perform<strong>in</strong>g complicated<br />

sort<strong>in</strong>g algorithms.<br />

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