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

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}
引用次数: 2

摘要

通过人工智能教育促进K12学生的计算思维,体现在课程标准和学术研究中。游戏学习促进了学生的学习兴趣和学习动机,帮助学生加强计算思维的练习。本研究基于输入-过程-结果(input-process-result, IPO)游戏学习模型,将人工智能教学内容、游戏学习和计算思维实践的核心要素相结合,设计适合人工智能课程中促进计算思维实践的游戏学习活动。在本研究中,人工智能课程“挑战井字棋”在高中进行。结果表明:人工智能课程中基于游戏的学习可以帮助学生掌握人工智能学科知识,显著改善计算思维练习,增强学习兴趣、动力、自信,减少认知负荷。因此,本研究提供了额外的证据,证明使用基于游戏的学习策略是一种有效的学习方法,可以提高学习成绩和计算思维练习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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