Benjamín Maraza-Quispe, O. Alejandro-Oviedo, Walter Choquehuanca-Quispe, L. Quispe-Flores, N. Caytuiro-Silva, Simón Angel Choquehuayta Palomino
{"title":"Towards the development of computational thinking in students through games","authors":"Benjamín Maraza-Quispe, O. Alejandro-Oviedo, Walter Choquehuanca-Quispe, L. Quispe-Flores, N. Caytuiro-Silva, Simón Angel Choquehuayta Palomino","doi":"10.1145/3572549.3572552","DOIUrl":null,"url":null,"abstract":"The research aims to analyze the impact of games on the development of computational thinking in students, specifically the digital card game called Moon (a card game where the computer of the Eagle lunar module is controlled during the first moon landing). The methodology applied is experimental where a series of learning sessions applying the virtual game Moon is applied to a sample of 25 students selected through a simple random sampling of a population of 100 students, we proceed to evaluate the students through a pre-test and post-test. The results show that the application of the virtual game Moon significantly influences the increase of Computational Thinking in students, which was demonstrated by applying the evaluation and observing how they overcame the different challenges proposed through the different difficulties of the virtual game Moon, this developed in the competence of \"Design and build technological solutions to solve problems in their environment\".","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Education Technology and Computer","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3572549.3572552","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The research aims to analyze the impact of games on the development of computational thinking in students, specifically the digital card game called Moon (a card game where the computer of the Eagle lunar module is controlled during the first moon landing). The methodology applied is experimental where a series of learning sessions applying the virtual game Moon is applied to a sample of 25 students selected through a simple random sampling of a population of 100 students, we proceed to evaluate the students through a pre-test and post-test. The results show that the application of the virtual game Moon significantly influences the increase of Computational Thinking in students, which was demonstrated by applying the evaluation and observing how they overcame the different challenges proposed through the different difficulties of the virtual game Moon, this developed in the competence of "Design and build technological solutions to solve problems in their environment".