Development and Implementation of an Online Adaptive Gamification Platform for Learning Computational Thinking

被引:6
|
作者
Ng, Andrew Keong [1 ]
Atmosukarto, Indriyati [1 ]
Cheow, Wean Sin [1 ]
Avnit, Karin [1 ]
Yong, Mun Hin [1 ]
机构
[1] Singapore Inst Technol, Singapore, Singapore
来源
2021 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE 2021) | 2021年
关键词
computational thinking; gamification; adaptive learning; independent learning; online education platform;
D O I
10.1109/FIE49875.2021.9637467
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This Innovative Practice Full Paper presents the development and implementation of an innovative online adaptive gamification platform for learning Computational Thinking (CT). CT is an essential problem-solving skill set in this modern era of digitization and technological advancements. To build students' knowledge and skills in CT while maximizing students' motivation and engagement in learning, a novel online adaptive gamified course called Computational Thinking Quest (CTQ) was introduced. The CTQ was designed and developed by a multidisciplinary team of students and faculty members. The key features of CTQ are (1) an interactive storyline with animated avatars, mini-games, and questions created using Unity three-dimensional cross-platform game engine and Blockly block-based visual programming language; (2) questions at three different levels of difficulty for effective adaptive and self-learning approach; (3) an answer and feedback to each question for increased students' confidence and enthusiasm towards learning; (4) hyperlinks to online learning resources for further reading; (5) a badge and a leaderboard to motivate active participation and encourage success; and (6) a course management system with automatic data saving capability to enable learning at own pace, anytime, anywhere. The CTQ was rolled out to some newly matriculated first-year undergraduate Engineering (ENG) and InfoComm Technology (ICT) students. A total of 54 ENG and 53 ICT students' learning performance and feedback were collated and analyzed. Statistical results from the paired Student's t-test and the Wilcoxon signed rank test consistently reveal that (1) the median of post-test marks is significantly higher than that of pre-test marks (p < 0.001); (2) the median of CT knowledge scores after taking CTQ is significantly higher than that of before CTQ (p < 0.001); and (3) the median time taken to complete the post-test is significantly lower than the pre-test (p < 0.001). Furthermore, more than 75% of ENG and ICT students, separately, stated that CTQ is an engaging or very engaging learning platform; 81% of them indicated that the educational content of CTQ is enriching or very enriching; and 83% of them commented that CTQ has motivated independent learning. The CTQ can also serve as a bridging course to narrow the heterogeneity gap among students with heterogeneous prior knowledge on computer programming languages and ease students into programming-related modules, thereby enhancing teaching and learning effectiveness.
引用
收藏
页数:6
相关论文
共 50 条
  • [31] Effects of Adaptive Educational Games on Adults' Computational Thinking
    El Mawas, Nour
    Hooshyar, Danial
    Yang, Yeongwook
    COMPUTER SUPPORTED EDUCATION (CSEDU 2020), 2021, 1473 : 162 - 176
  • [32] Is Sustainable Online Learning Possible with Gamification?-The Effect of Gamified Online Learning on Student Learning
    Park, Sungjin
    Kim, Sangkyun
    SUSTAINABILITY, 2021, 13 (08)
  • [33] Investigating the effect of multiple try-feedback on students computational thinking skills through online inquiry-based learning platform
    Jha, Nitesh Kumar
    Bhowmik, Plaban Kumar
    Bhagat, Kaushal Kumar
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2024, 72 (06): : 3295 - 3347
  • [34] Co-design of mini games for learning computational thinking in an online environment
    Agbo, Friday Joseph
    Oyelere, Solomon Sunday
    Suhonen, Jarkko
    Laine, Teemu H.
    EDUCATION AND INFORMATION TECHNOLOGIES, 2021, 26 (05) : 5815 - 5849
  • [35] DESIGN AND IMPLEMENTATION OF CO-DESIGN PEDAGOGICAL SCENARIOS FOR LEARNING COMPUTATIONAL THINKING
    Sunday, Amos Oyelere
    PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL. 2, 2023, : 609 - 610
  • [36] Enhancing student engagement with personalized gamification and adaptive learning strategies
    Borotic, Gordana
    Jagust, Tomislav
    2022 IEEE FRONTIERS IN EDUCATION CONFERENCE, FIE, 2022,
  • [37] Gamification of design thinking: a way to enhance effectiveness of learning
    Bhatt, Apoory Naresh
    Chakrabarti, Amaresh
    AI EDAM-ARTIFICIAL INTELLIGENCE FOR ENGINEERING DESIGN ANALYSIS AND MANUFACTURING, 2022, 36
  • [38] Learning Computational Thinking Efficiently
    Bender, Jeff
    Zhao, Bingpu
    Dziena, Alex
    Kaiser, Gail
    PROCEEDINGS OF THE 24TH AUSTRALASIAN COMPUTING EDUCATION CONFERENCE, ACE 2022, 2022, : 66 - 75
  • [39] GAMIFICATION IN THE DEVELOPMENT OF MATHEMATICAL LOGICAL THINKING IN UNIVERSITY STUDENTS
    Enrique Godoy-Cedeno, Carlos
    Moira Abad-Escalante, Karol
    del Socorro Torres-Caceres, Fatima
    3C TIC, 2020, 9 (03): : 107 - 144
  • [40] AN ANALYSIS OF GAMIFICATION ELEMENTS IN ONLINE LEARNING TO ENHANCE LEARNING ENGAGEMENT
    Mohamad, Siti Nurul Mahfuzah
    Salam, Sazilah
    Bakar, Norasiken
    PROCEEDINGS OF THE 6TH INTERNATIONAL CONFERENCE ON COMPUTING AND INFORMATICS: EMBRACING ECO-FRIENDLY COMPUTING, 2017, : 452 - 460