We game on skyscrapers: the effects of an equity-informed game design workshop on students’ computational thinking skills and perceptions of computer science

被引:0
作者
Nur Akkuş Çakır
Murat Perit Çakır
Frank J. Lee
机构
[1] Middle East Technical University,Department of Educational Sciences
[2] Middle East Technical University,Cognitive Science, Informatics Institute
[3] Drexel University,Westphal College of Digital Media & Arts
[4] Middle East Technical University,Department of Educational Sciences
来源
Educational Technology Research and Development | 2021年 / 69卷
关键词
Computational thinking; STEAM; Game design; Computer science education;
D O I
暂无
中图分类号
学科分类号
摘要
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing. Following a STEAM approach, the workshop aimed to engage participants in age-appropriate activities that focus on CT skills through the lens of creating their own game. A web-based game design interface that allows students to code and play games as simulated on a skyscraper was developed to support the workshop's core activities. The web environment also featured step-by-step tutorials and fully functional games to promote the accessibility of the learning materials for a diverse body of students and educators around the globe. The results of the study indicated that the workshop helped students improve their CT skills and differentially influence their attitudes towards computing. In particular, the workshop experience led students from underserved community districts to lower their attitude ratings, whereas the reverse pattern was observed for students from more affluent districts. The workshop reportedly informed students' perception of computing as a profession and their appreciation of the analytical effort required for developing functional games. Qualitative analysis of artifact-based interviews indicated that students could begin to make abstractions and devise algorithms by associating variables through conditional statements while solving problems related to game development. Interview analysis also revealed that students took pride in the effort that they made during the workshop.
引用
收藏
页码:2683 / 2703
页数:20
相关论文
共 85 条
[1]  
Abuhamdeh S(2012)The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities Personality and Social Psychology Bulletin 38 317-330
[2]  
Csikszentmihalyi M(2020)Computational thinking education: Issues and challenges Computers in Human Behavior 105 106-185
[3]  
Angeli C(2011)Bringing computational thinking to K-12: What is Involved and what is the role of the computer science education community? ACM Inroads 2 48-54
[4]  
Giannakos M(2011)Computational thinking: A digital age skill for everyone Learning & Leading with Technology 38 20-23
[5]  
Barr V(2006)Using thematic analysis in psychology Qualitative Research in Psychology 3 77-101
[6]  
Stephenson C(2016)Computational participation: Understanding coding as an extension of literacy instruction Journal of Adolescent & Adult Literacy 59 371-375
[7]  
Barr D(2016)The maker space movement: Sites of possibilities for equitable opportunities to engage underrepresented youth in STEM Teachers College Record 119 1-44
[8]  
Harrison J(2013)The prospect of an" A" in STEM education Journal of STEM Education: Innovations and Research 14 10-15
[9]  
Conery L(2017)Remaining trouble spots with computational thinking Communications of the ACM 60 33-39
[10]  
Braun V(2009)Statistical power analyses using G*Power 3.1: Tests for correlation and regression analyses Behavior Research Methods 41 1149-1160