Engaging Estonian primary school children in computational thinking through adaptive educational games: A qualitative study

Liina Malva, Danial Hooshyar, Yeongwook Yang, M. Pedaste
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引用次数: 6

Abstract

While computational thinking (CT) has been identified as one of the fundamental 21st century skills that can be applied to different domains, school students usually show negative attitude toward learning CT. Educational games have been applied by several researchers to address related issues faced for promoting CT. Even though such games have shown some success in promoting CT, they fall short when it comes to acquisition of CT skills (they rather promote abstract and conceptual knowledge) and offering adaptivity to each player. To address these issues and improve the existing games, we developed an adaptive game called AutoThinking for teaching both CT concepts and skills, engaging students with individually tailored gameplay and learning. We conducted a qualitative study aimed at understanding the cognitive and affective experiences of Estonian primary school children. The findings showed that AutoThinking is making children feel challenged, happy, and confident, while activating their thinking process during the gameplay. All children perceived the game positively and found it to be a good tool for learning.
通过适应性教育游戏使爱沙尼亚小学生参与计算思维:一项定性研究
虽然计算思维(CT)已被确定为21世纪可应用于不同领域的基本技能之一,但学校学生通常对学习CT持消极态度。教育游戏已经被一些研究者应用于解决推广CT所面临的相关问题。尽管这类游戏在促进CT方面取得了一定的成功,但在获取CT技能(游戏邦注:它们更倾向于促进抽象和概念性知识)和为每个玩家提供适应性方面却存在不足。为了解决这些问题并改进现有游戏,我们开发了一款名为AutoThinking的自适应游戏,用于教授CT概念和技能,让学生参与量身定制的游戏和学习。我们进行了一项定性研究,旨在了解爱沙尼亚小学生的认知和情感体验。研究结果表明,自动思考让孩子们感受到挑战、快乐和自信,同时在游戏过程中激活他们的思维过程。所有的孩子都积极地看待这个游戏,认为它是一个很好的学习工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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