Jingsi Ma, Yi Zhang, Hesiqi Bin, Kang Wang, Jinfang Liu, Hanrui Gao
{"title":"基于游戏学习的人工智能课程中学生计算思维实践的发展:个案研究","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":"{\"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}","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}
The Development of Students' Computational Thinking Practices in AI Course Using the Game-Based Learning: A Case Study
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.