通过游戏学习教与学计算思维:系统回顾

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Xinyue Wang, Mengmeng Cheng, Xinfeng Li
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引用次数: 2

摘要

计算思维(CT)被认为是21世纪每个人都应该具备的基本技能。基于游戏的学习(GBL)可以用于CT教学,有必要阐明如何设计和实施基于游戏的CT教学。该文献被系统地检索了2011年至2021年间发表的实证研究。该综述包括39项研究,研究结果表明,GBL对CT有积极影响,但对一些CT元素(如条件、触发因素和抽象)没有显著影响,因为学习这些元素的时间有限,以及学生对使用CT元素的偏好。游戏元素,特别是明确的目标和规则、渐进式挑战、即时反馈、故事情节、化身、社交互动和各种奖励机制,被用来激励学生参与发展CT的活动。此外,单一或多种理论基础,如建构主义学习理论和体验式学习理论,可以指导基于游戏的活动的设计和实现。采用基于项目的解决问题方法鼓励学生使用CT解决问题或完成项目。最后,讨论了设计和实施基于游戏的学习活动以促进CT的指导方针。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021. Thirty-nine studies were included in the review and findings suggested that GBL has positive effects on CT, but has non-significant effects on some CT elements (e.g., conditions, triggers, and abstraction) because of limited time to learn these elements and students’ preferences for using CT elements. Game elements, particularly clear goals and rules, progressive challenges, immediate feedback, storyline, avatar, social interaction and various reward mechanisms were used to motivate students to engage in activities to develop CT. Furthermore, single or multiple theoretical foundations, such as constructivist learning theory and experiential learning theory, may guide the design and implementation of game-based activities. Problem-solving, project-based approaches were used to encourage students to use CT to solve problems or complete a project. Finally, guidelines for designing and implementing game-based learning activities for promoting CT were discussed.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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