A Digital Game-Based Model for Assessing Computational Thinking Skills

Xitian Yi, Fanhua Liu, Zehui Zhan
{"title":"A Digital Game-Based Model for Assessing Computational Thinking Skills","authors":"Xitian Yi, Fanhua Liu, Zehui Zhan","doi":"10.1109/CSTE55932.2022.00048","DOIUrl":null,"url":null,"abstract":"Computational thinking (CT)., considered to be one of the three major scientific thinking styles of human beings., is a competency fundamental to computing education and beyond. However., as a cross-domain competency., appropriate assessment design and method remain equivocal. Indeed., the majority of the existing assessments have a predominant focus on using scales or test to measure programming proficiency and neglecting process evaluation in which CT can also be manifested. Game-based learning assessments (GBLA) are able to assess tacit knowledge by avoiding jargon in test items., constructing irrelevant material., and reducing anxiety., avoiding the barriers of traditional assessments in assessing students' abilities. To broaden the promotion and practice of CT., it is necessary to integrate diverse problem-solving contexts using a digital game-based assessment model to measure CT. We invited 13 experts to participate in three rounds of the Delphi method and constructed a CT skills assessment model based on the digital game. The model had good consistency and was divided into four primary indicators., namely “Analysis”., “Design”., “Iteration”., and “Generalization”., which were weighted as 0.26., 0.11., 0.24., and 0.39., respectively and 14 secondary indicators. Taken together., the study demonstrated the feasibility to expand from traditional assessment methods to integrating digital games in measuring CT skills in a comprehensive manner.","PeriodicalId":372816,"journal":{"name":"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CSTE55932.2022.00048","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

Computational thinking (CT)., considered to be one of the three major scientific thinking styles of human beings., is a competency fundamental to computing education and beyond. However., as a cross-domain competency., appropriate assessment design and method remain equivocal. Indeed., the majority of the existing assessments have a predominant focus on using scales or test to measure programming proficiency and neglecting process evaluation in which CT can also be manifested. Game-based learning assessments (GBLA) are able to assess tacit knowledge by avoiding jargon in test items., constructing irrelevant material., and reducing anxiety., avoiding the barriers of traditional assessments in assessing students' abilities. To broaden the promotion and practice of CT., it is necessary to integrate diverse problem-solving contexts using a digital game-based assessment model to measure CT. We invited 13 experts to participate in three rounds of the Delphi method and constructed a CT skills assessment model based on the digital game. The model had good consistency and was divided into four primary indicators., namely “Analysis”., “Design”., “Iteration”., and “Generalization”., which were weighted as 0.26., 0.11., 0.24., and 0.39., respectively and 14 secondary indicators. Taken together., the study demonstrated the feasibility to expand from traditional assessment methods to integrating digital games in measuring CT skills in a comprehensive manner.
基于数字游戏的计算思维技能评估模型
计算思维(CT)。它被认为是人类三大科学思维方式之一。,是计算机教育乃至其他领域的基本能力。然而。,作为跨领域的能力。,适当的评估设计和方法仍然模棱两可。确实。在美国,大多数现有的评估都主要侧重于使用量表或测试来衡量编程能力,而忽视了过程评估,而CT也可以在过程评估中得到体现。基于游戏的学习评估(GBLA)能够通过避免测试项目中的术语来评估隐性知识。构建不相关的材料。,减少焦虑。,避免了传统评估方法在评估学生能力方面的障碍。扩大CT的推广和实践。因此,有必要使用基于数字游戏的评估模型来整合不同的问题解决情境来测量CT。我们邀请了13位专家参与了三轮德尔菲法,构建了基于数字游戏的CT技能评估模型。模型具有较好的一致性,分为4个主要指标。,即“分析”。“设计”。“迭代”。和“概化”。,权重为0.26。0.11点。0.24点。和0.39。,以及14项二级指标。综上所述。,本研究论证了从传统的评估方法扩展到整合数字游戏综合衡量CT技能的可行性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信