Computational Thinking Through Game Creation in STEM Classrooms

Computational Thinking Through Game Creation in STEM Classrooms
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STEM 课堂中通过游戏创作进行计算思维

DOI:
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发表时间:
2018
期刊:
International Conference on Artificial Intelligence in Education
影响因子:
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通讯作者:
I. Arroyo
I. Arroyo
中科院分区:
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文献类型:
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作者:
Avery Harrison;Taylyn Hulse;Daniel Manzo;Matthew Micciolo;Erin Ottmar;I. Arroyo

文献摘要

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我们的研究使用游戏创造和游戏来探索数学课堂中计算思维的评估和实践方法。我们提出了这项研究的第一次迭代,旨在评估在高中生中使用游戏创作的可行性。学生们设计与数学相关的游戏,修改游戏以融入技术,然后在有限状态机图(FSMD)中直观地描述技术行为。我们发现学生们能够创造与数学相关的游戏,满足游戏创造的限制条件,并设计出逻辑fsmd。这些发现初步表明,游戏创作可以作为学生练习CT的一种方法。
Our research uses game creation and play to explore methods for computational thinking assessment and practice in mathematics classrooms. We present the first iteration of this research that aims to evaluate the feasibility of using game creation with high school students. Students designed math-related games, modified the game to incorporate technology, then visually depicted the technological behavior in a finite state machine diagram (FSMD). We found that students were able to create math-related games, meet the constraints given for game creation, and design logical FSMDs. These findings preliminarily suggest that game creation can be used as a method for students to practice CT.