Training Computational Thinking through board games: The case of Crabs & Turtles

被引:48
作者
Tsarava, Katerina [1 ]
Moeller, Korbinian [1 ,2 ,3 ]
Ninaus, Manuel [1 ,3 ]
机构
[1] Leibniz Inst Wissensmedien, Tubingen, Germany
[2] Eberhard Karls Univ Tubingen, Dept Psychol, Tubingen, Germany
[3] Eberhard Karls Univ Tubingen, LEAD Grad Sch & Res Network, Tubingen, Germany
来源
INTERNATIONAL JOURNAL OF SERIOUS GAMES | 2018年 / 5卷 / 02期
关键词
educational board games; computational thinking; coding; embodied; cognition;
D O I
10.17083/ijsg.v5i2.248
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
As a cognitive ability computational thinking describes a specific way of algorithmic reasoning building on concepts and processes derived from computer programming/coding. Recently, computational thinking was argued to be a fundamental and educationally relevant 21st century skill that should be fostered already in childhood. Accordingly, we developed three life-size board games - Crabs & Turtles: A Series of Computational Adventures - aimed at providing an unplugged and low-threshold introduction to computational thinking. In particular, the games aimed at introducing basic coding concepts and computational thinking processes to 8 to 9-year-old primary school children. In the current study, we first describe the design of the games in detail to explicate the development process and allow for reproducibility. We then report on a first empirical evaluation of feasibility and user experience of our educational board games in a two-phase approach. We conducted quantitative analyses of player experience and qualitative feedback of adult student participants (Phase 1) and a sample of gamification experts and teachers (Phase 2). We examined users' game experience with an adult population to ensure the game's appropriateness. Results indicated overall positive game experience for all three games. Future studies would be desirable, which should evaluate player experience and learning outcomes in the primary target population of children.
引用
收藏
页码:25 / 44
页数:20
相关论文
共 39 条
[1]  
Astrachan O., 2012, CS PRINCIPLES PROJEC, V3
[2]   Grounded cognition [J].
Barsalou, Lawrence W. .
ANNUAL REVIEW OF PSYCHOLOGY, 2008, 59 :617-645
[3]  
Bauer A, 2015, 2015 IEEE BLOCKS AND BEYOND WORKSHOP (BLOCKS AND BEYOND), P121, DOI 10.1109/BLOCKS.2015.7369019
[4]   Collaborative Strategic Board Games as a Site for Distributed Computational Thinking [J].
Berland, Matthew ;
Lee, Victor R. .
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2011, 1 (02) :65-81
[5]  
Boyle E. A., 2016, COMPUTERS ED, V94
[6]  
Brennan K., 2012, P 2012 ANN M AM ED R
[7]   Restart: The Resurgence of Computer Science in UK Schools [J].
Brown, Neil C. C. ;
Sentance, Sue ;
Crick, Tom ;
Humphreys, Simon .
ACM TRANSACTIONS ON COMPUTING EDUCATION, 2014, 14 (02)
[8]   Toward a Unified Sub-symbolic Computational Theory of Cognition [J].
Butz, Martin V. .
FRONTIERS IN PSYCHOLOGY, 2016, 7
[9]  
Curzon P., 2017, POWER COMPUTATIONAL, DOI [10.1142/q0054, DOI 10.1142/Q0054]
[10]  
Dan S., 2013, ROBOT TURTLES