通过问卷调查、有声思考测试和自动数据记录来评估严肃游戏中的计算思维教学法

Joseph R. Fanfarelli
{"title":"通过问卷调查、有声思考测试和自动数据记录来评估严肃游戏中的计算思维教学法","authors":"Joseph R. Fanfarelli","doi":"10.1109/icisfall51598.2021.9627365","DOIUrl":null,"url":null,"abstract":"Computational thinking is an important skill for solving complex problems, including processes such as decomposition, pattern recognition, abstraction, and algorithmic design. Game-based learning has recently seen an increase in prevalence for teaching computational thinking, making games an important topic of study. However, there is currently no validated tool for assessing Computational Thinking (CT) that performs reliably across disciplines and age groups. In the absence of such a tool, this paper examines several software testing methods for the evaluation of CT pedagogy effectiveness within serious games. Namely, it makes recommendations for the application of standardized questionnaires, think-aloud testing, and automated data logging for evaluating games that promote CT learning. It concludes with a potential use case to demonstrate how the methods can be combined to achieve a granular and actionable understanding of a complex CT assessment problem and its causes.","PeriodicalId":240142,"journal":{"name":"2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall)","volume":"928 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Assessing Computational Thinking Pedagogy in Serious Games Through Questionnaires, Think-aloud Testing, and Automated Data Logging\",\"authors\":\"Joseph R. Fanfarelli\",\"doi\":\"10.1109/icisfall51598.2021.9627365\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Computational thinking is an important skill for solving complex problems, including processes such as decomposition, pattern recognition, abstraction, and algorithmic design. Game-based learning has recently seen an increase in prevalence for teaching computational thinking, making games an important topic of study. However, there is currently no validated tool for assessing Computational Thinking (CT) that performs reliably across disciplines and age groups. In the absence of such a tool, this paper examines several software testing methods for the evaluation of CT pedagogy effectiveness within serious games. Namely, it makes recommendations for the application of standardized questionnaires, think-aloud testing, and automated data logging for evaluating games that promote CT learning. It concludes with a potential use case to demonstrate how the methods can be combined to achieve a granular and actionable understanding of a complex CT assessment problem and its causes.\",\"PeriodicalId\":240142,\"journal\":{\"name\":\"2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall)\",\"volume\":\"928 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/icisfall51598.2021.9627365\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/icisfall51598.2021.9627365","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

计算思维是解决复杂问题的重要技能,包括分解、模式识别、抽象和算法设计等过程。基于游戏的学习最近在计算思维教学中越来越流行,使游戏成为一个重要的研究主题。然而,目前还没有经过验证的工具来评估计算思维(CT)在跨学科和年龄组中的可靠表现。在缺乏这种工具的情况下,本文研究了几种软件测试方法,用于评估严肃游戏中CT教学法的有效性。也就是说,它建议使用标准化问卷、有声思考测试和自动数据记录来评估促进CT学习的游戏。最后给出了一个潜在的用例,演示了如何将这些方法结合起来,以实现对复杂CT评估问题及其原因的细粒度和可操作的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing Computational Thinking Pedagogy in Serious Games Through Questionnaires, Think-aloud Testing, and Automated Data Logging
Computational thinking is an important skill for solving complex problems, including processes such as decomposition, pattern recognition, abstraction, and algorithmic design. Game-based learning has recently seen an increase in prevalence for teaching computational thinking, making games an important topic of study. However, there is currently no validated tool for assessing Computational Thinking (CT) that performs reliably across disciplines and age groups. In the absence of such a tool, this paper examines several software testing methods for the evaluation of CT pedagogy effectiveness within serious games. Namely, it makes recommendations for the application of standardized questionnaires, think-aloud testing, and automated data logging for evaluating games that promote CT learning. It concludes with a potential use case to demonstrate how the methods can be combined to achieve a granular and actionable understanding of a complex CT assessment problem and its causes.
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