{"title":"运用探究性游戏学习实现计算思维的教学情境","authors":"Sarantos Psycharis, Evangelia Kotzampasaki","doi":"10.1145/3160908.3160918","DOIUrl":null,"url":null,"abstract":"We present an education scenario for the simulation of the \"pixel\" of a computer screen. The teaching and learning process is implemented as a game problem based scenario related to the \"rescue\" of an object by the students. We used the Arduino controller and the Ejs and S4A software in order to motivate students to be involved in the computational experiment methodology and the dimensions of the computational thinking (CT). Research is in process for the effectiveness of this scenario to 5th and 6th grade students using a CT questionnaire.","PeriodicalId":170069,"journal":{"name":"Proceedings of the 2017 International Conference on Education and E-Learning","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"A Didactic Scenario for Implementation of Computational Thinking using Inquiry Game Learning\",\"authors\":\"Sarantos Psycharis, Evangelia Kotzampasaki\",\"doi\":\"10.1145/3160908.3160918\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present an education scenario for the simulation of the \\\"pixel\\\" of a computer screen. The teaching and learning process is implemented as a game problem based scenario related to the \\\"rescue\\\" of an object by the students. We used the Arduino controller and the Ejs and S4A software in order to motivate students to be involved in the computational experiment methodology and the dimensions of the computational thinking (CT). Research is in process for the effectiveness of this scenario to 5th and 6th grade students using a CT questionnaire.\",\"PeriodicalId\":170069,\"journal\":{\"name\":\"Proceedings of the 2017 International Conference on Education and E-Learning\",\"volume\":\"6 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2017 International Conference on Education and E-Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3160908.3160918\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2017 International Conference on Education and E-Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3160908.3160918","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Didactic Scenario for Implementation of Computational Thinking using Inquiry Game Learning
We present an education scenario for the simulation of the "pixel" of a computer screen. The teaching and learning process is implemented as a game problem based scenario related to the "rescue" of an object by the students. We used the Arduino controller and the Ejs and S4A software in order to motivate students to be involved in the computational experiment methodology and the dimensions of the computational thinking (CT). Research is in process for the effectiveness of this scenario to 5th and 6th grade students using a CT questionnaire.