An Interactive Chess-Puzzle-Simulation for Computer Science Education

M. Holly, Jan-Heliodor Tscherko, J. Pirker
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Abstract

The hype around the series ”The Queen’s Gambit” led to a boom in playing chess. The game enhances strategic thinking, stimulates intellectual creativity, and improves problem-solving. These skills are increasingly in demand and also essential in the field of computer science (CS). Traditional teaching approaches are often insufficient to teach CS concepts. Interactive and digital experiences can be used to create an exciting, engaging, and realistic learning environment. In this paper, we explore the potential of a chess-based learning approach to increase motivation in CS. The application includes an interactive chess-puzzle simulation to teach the concept of state machines using a chessboard as an input field. We present a study with 35 students for evaluating the students’ motivation, emotions, and workload with a focus on the learning experience. The results indicate a positive impact on the learning process and engage students in learning computer science.
一种用于计算机科学教育的交互式象棋-谜题模拟
《女王的开局》系列剧的炒作导致了国际象棋的繁荣。这个游戏增强了战略思维,激发了智力创造力,并提高了解决问题的能力。这些技能的需求越来越大,在计算机科学(CS)领域也是必不可少的。传统的教学方法往往不足以教授计算机科学的概念。互动和数字体验可以用来创造一个令人兴奋的,引人入胜的,逼真的学习环境。在本文中,我们探讨了基于象棋的学习方法在CS中增加动机的潜力。该应用程序包括一个交互式的象棋谜题模拟,以使用棋盘作为输入字段来教授状态机的概念。本研究以35名学生为对象,以学习经验为重点,评估学生的学习动机、情绪和学习负荷。结果表明,这对学习过程产生了积极的影响,并吸引了学生学习计算机科学。
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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