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Assessing implicit computational thinking in zoombinis gameplay

Published:14 August 2017Publication History

ABSTRACT

In this study we examine how playing Zoombinis can help upper elementary and middle school learners build implicit computational thinking (CT) skills. Building on prior methods used with the digital science learning games, Impulse and Quantum Spectre, we are combining video analysis and educational data mining to identify implicit computational thinking that emerges through gameplay [1]. This paper reports on the first phase of this process: developing a human labeling system for evidence of specific CT skills (e.g., problem decomposition, pattern recognition, algorithmic thinking, abstraction) in three Zoombinis puzzle by analyzing video data from a sample of elementary learners, middle school learners, game experts, and computer scientists. Future work will combine these human-labeled video data with game log data from these 70+ learners and computer scientists to create automated assessments of implicit computational thinking skills from gameplay behaviors in large player audiences. This poster with video examples will share results of this work-in-progress.

References

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            FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
            August 2017
            545 pages
            ISBN:9781450353199
            DOI:10.1145/3102071

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 14 August 2017

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            FDG '17 Paper Acceptance Rate36of89submissions,40%Overall Acceptance Rate152of415submissions,37%

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