Jingsi Ma, Yi Zhang, Hesiqi Bin, Kang Wang, Jinfang Liu, Hanrui Gao
{"title":"The Development of Students' Computational Thinking Practices in AI Course Using the Game-Based Learning: A Case Study","authors":"Jingsi Ma, Yi Zhang, Hesiqi Bin, Kang Wang, Jinfang Liu, Hanrui Gao","doi":"10.1109/ISET55194.2022.00065","DOIUrl":null,"url":null,"abstract":"Promoting the computational thinking of the K12 students through artificial intelligence education is reflected in curriculum standards and academic research. Game-based learning promotes the learning interest and motivation, helps students reinforce computational thinking practices. Based on the input-process-result (IPO) game-based learning model, this study integrated the artificial intelligence instructional content, game-based learning, and the core elements of computational thinking practice to design game-based learning activities that was suitable for promoting computational thinking practices in artificial intelligence courses. In this research, the artificial intelligence course “Challenging Tic-Tac-Toe” was conduct in senior high school. The results showed that the game-based learning in artificial intelligence courses could help students to master artificial intelligence subject knowledge, significantly improved the computational thinking practices, enhanced learning interest, motivation, self-confidence, and reduce cognitive load. Thus, this study provides additional evidence that using the game-based learning strategies is an effective learning method that improves both learning performance and computational thinking practices.","PeriodicalId":365516,"journal":{"name":"2022 International Symposium on Educational Technology (ISET)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Symposium on Educational Technology (ISET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISET55194.2022.00065","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Promoting the computational thinking of the K12 students through artificial intelligence education is reflected in curriculum standards and academic research. Game-based learning promotes the learning interest and motivation, helps students reinforce computational thinking practices. Based on the input-process-result (IPO) game-based learning model, this study integrated the artificial intelligence instructional content, game-based learning, and the core elements of computational thinking practice to design game-based learning activities that was suitable for promoting computational thinking practices in artificial intelligence courses. In this research, the artificial intelligence course “Challenging Tic-Tac-Toe” was conduct in senior high school. The results showed that the game-based learning in artificial intelligence courses could help students to master artificial intelligence subject knowledge, significantly improved the computational thinking practices, enhanced learning interest, motivation, self-confidence, and reduce cognitive load. Thus, this study provides additional evidence that using the game-based learning strategies is an effective learning method that improves both learning performance and computational thinking practices.