Assessing implicit computational thinking in zoombinis gameplay

Assessing implicit computational thinking in zoombinis gameplay
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评估 Zoombinis 游戏玩法中的隐式计算思维

DOI:
10.1145/3102071.3106352
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发表时间:
2017
期刊:
Proceedings of the 12th International Conference on the Foundations of Digital Games
影响因子:
--
通讯作者:
Cunningham, Kathryn
Cunningham, Kathryn
中科院分区:
--
文献类型:
--
作者:
Rowe, Elizabeth;Asbell-Clarke, Jodi;Gasca, Santiago;Cunningham, Kathryn

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在这项研究中,我们研究了如何玩Zoombinis可以帮助高小学和中学学习者建立内隐计算思维(CT)技能。基于数字科学学习游戏Impulse和Quantum Spectre使用的先前方法,我们将视频分析和教育数据挖掘相结合,以识别通过游戏出现的隐式计算思维[1]。本文报告了这一过程的第一阶段:开发一个人类标记系统,以证明特定的CT技能(例如,问题分解,模式识别,算法思维,抽象)在threeZoombinispuzzle通过分析视频数据的样本小学学习者,中学学习者,游戏专家,和计算机科学家。未来的工作将联合收割机将这些人类标记的视频数据与来自这70多名学习者和计算机科学家的游戏日志数据相结合,以创建对大量玩家观众游戏行为中的隐式计算思维技能的自动评估。这张海报与视频的例子将分享这项工作的进展。
In this study we examine how playingZoombiniscan help upper elementary and middle school learners build implicit computational thinking (CT) skills. Building on prior methods used with the digital science learning games,ImpulseandQuantum Spectre, we are combining video analysis and educational data mining to identify implicit computational thinking that emerges through gameplay [1]. This paper reports on the first phase of this process: developing a human labeling system for evidence of specific CT skills (e.g., problem decomposition, pattern recognition, algorithmic thinking, abstraction) in threeZoombinispuzzle by analyzing video data from a sample of elementary learners, middle school learners, game experts, and computer scientists. Future work will combine these human-labeled video data with game log data from these 70+ learners and computer scientists to create automated assessments of implicit computational thinking skills from gameplay behaviors in large player audiences. This poster with video examples will share results of this work-in-progress.
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