A Didactic Scenario for Implementation of Computational Thinking using Inquiry Game Learning

Sarantos Psycharis, Evangelia Kotzampasaki
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引用次数: 12

Abstract

We present an education scenario for the simulation of the "pixel" of a computer screen. The teaching and learning process is implemented as a game problem based scenario related to the "rescue" of an object by the students. We used the Arduino controller and the Ejs and S4A software in order to motivate students to be involved in the computational experiment methodology and the dimensions of the computational thinking (CT). Research is in process for the effectiveness of this scenario to 5th and 6th grade students using a CT questionnaire.
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运用探究性游戏学习实现计算思维的教学情境
我们提出了一个模拟计算机屏幕“像素”的教育场景。教学过程是作为一个基于游戏问题的场景来实施的,这个场景与学生“拯救”一个物体有关。我们使用Arduino控制器和Ejs和S4A软件,以激发学生参与计算实验方法和计算思维(CT)的维度。研究人员正在使用CT问卷对五年级和六年级的学生进行该场景的有效性研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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