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Assessing Implicit Computational Thinking in Zoombinis Gameplay: Pizza Pass, Fleens & Bubblewonder Abyss

Published:15 October 2017Publication History

ABSTRACT

Players can build implicit understanding of challenging scientific concepts when playing digital science learning games [1]. In this study, we examine implicit computational thinking (CT) skills among upper elementary and middle school students during Zoombinis gameplay. We report on the development of a human labeling system for gameplay evidence of four CT skills: problem decomposition, pattern recognition, algorithmic thinking, and abstraction. We define labels that identify use of these skills in three Zoombinis puzzles, based on analysis of video data from both CT novices (upper elementary and middle school students) and CT experts (computer scientists and expert Zoombinis players). Future work will involve the construction of detectors for implicit CT skills based on these human labels, in order to analyze gamelog data at scale and give feedback to teachers.

References

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      • Published in

        cover image ACM Conferences
        CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
        October 2017
        700 pages
        ISBN:9781450351119
        DOI:10.1145/3130859

        Copyright © 2017 Owner/Author

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 October 2017

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        CHI PLAY '17 Extended Abstracts Paper Acceptance Rate46of178submissions,26%Overall Acceptance Rate421of1,386submissions,30%

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