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.
- Elizabeth Rowe, Jodi Asbell-Clarke, and Ryan S. Baker. 2015. Serious game analytics to measure implicit science learning. In Serious Game Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. C. S. Loh, Y. Sheng, and D. Ifenthaler (Eds.). Springer Science+Business. Google ScholarCross Ref
- TERC. 2015. Zoombinis. Game [Android, iOS, MacOS, Windows, Web]. (7 August 2015). TERC, Cambridge, MA.Google Scholar
- Chris Hancock and Scot Osterweil. 1996. Zoombinis and the Art of Mathematical Play. Hands On! 19, 1 (Spring 1996), 1,17--19.Google Scholar
- Elizabeth Rowe, Jodi Asbell-Clarke, Santiago Gasca, and Kathryn Cunningham. 2017. Assessing Implicit Computational Thinking in Zoombinis Gameplay. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '17). Google ScholarDigital Library
- Michael Polanyi. 1966. The Tacit Dimension. University of Chicago Press, Chicago, IL.Google Scholar
- Valerie J. Shute, Iskandaria Masduki, Oktay Donmez, Vanessa P. Dennen, Yoon-Jeon Kim, Allan C. Jeong, and Chen-Yen Wang. 2010. Modeling, Assessing, and Supporting Key Competencies Within Game Environments. In Computer-Based Diagnostics and Systematic Analysis of Knowledge. D. Ifenthaler, P. Pirnay-Dummer, & N. M. Seel (Eds.). Springer US, Boston, MA, 281--309. Google ScholarCross Ref
- Valerie Barr and Chris Stephenson. 2011. Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads 2, 1 (February 2011), 48--54. Google ScholarDigital Library
- Jeannette M. Wing. 2006. Computational thinking. Commun. ACM 49, 3 (March 2006), 33--35. Google ScholarDigital Library
- Google. 2016. CT Overview. Retrieved from https://edu.google.com/resources/programs/exploring-computational-thinking/#!ct-overview.Google Scholar
- CSTA. 2017. CSTA K-12 Computer Science Standards. Retrieved from http://www.csteachers.org/?page=CSTA_Standards.Google Scholar
- Shuchi Grover and Roy Pea. 2013. Computational Thinking in K--12: A Review of the State of the Field. Educational Researcher 42, 1, 38--43. Google ScholarCross Ref
- Telestream. Screenflow for Mac 6.0. 2016. Software [MacOS]. https://www.telestream.net/screenflow/overview.htmGoogle Scholar
- Thomas M. Haladyna and Steven M. Downing. 2004. Construct-irrelevant variance in high-stakes testing. Educational Measurement: Issues and Practice, 23, 1, 17--27. Google ScholarCross Ref
Index Terms
- Assessing Implicit Computational Thinking in Zoombinis Gameplay: Pizza Pass, Fleens & Bubblewonder Abyss
Recommendations
Labeling Implicit Computational Thinking in Pizza Pass Gameplay
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPlayers can build implicit understanding of challenging scientific concepts when playing digital science learning games [7]. In this study, we examine implicit computational thinking (CT) skills of 72 upper elementary and middle school students and 10 ...
Assessing implicit computational thinking in zoombinis gameplay
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital GamesIn 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, ...
Assessing implicit computational thinking in Zoombinis puzzle gameplay
AbstractThere has been growing interest in assessing computational thinking (CT) across diverse learners beyond the traditional forms of tests and assignments. Learning games offer the potential for innovative, stealth assessments of students' ...
Highlights- Described an emergent approach to the development of game-based learning assessments.
Comments