评估游戏式学习中的内隐计算思维:逻辑谜题游戏研究

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH British Journal of Educational Technology Pub Date : 2024-02-23 DOI:10.1111/bjet.13443
Tongxi Liu
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引用次数: 0

摘要

迄今为止,已有大量工作致力于将计算思维纳入 K-12 教育。在基于游戏的学习环境中,识别学生的计算思维阶段对于捕捉非生产性学习和提供适当的辅导至关重要。然而,目前尚未开发出可靠有效的计算思维测量方法,尤其是在游戏中,计算知识的获取和计算技能的构建都是隐性的。本研究引入了一种创新方法,通过游戏式学习中的各种显性因素来探究学生的内隐计算思维,并特别关注 Zoombinis(一种基于逻辑谜题的游戏,旨在提高学生的计算思维能力)。我们的研究结果表明,游戏持续时间、准确性、操作次数和谜题难度等因素与学生的计算思维阶段显著相关,而性别和年级则不相关。此外,研究结果表明,游戏表现有可能揭示学生的计算思维阶段和技能。有效的游戏表现(更短的持续时间、更少的操作和更高的准确率)表明了实际的问题解决策略和系统的计算思维阶段(如算法设计)。这项工作通过观察显性因素和游戏表现,有助于简化游戏中的隐性计算思维评估过程。这些见解将有助于加强游戏化在 K-12 计算思维教育中的应用,为了解和培养学生的计算思维能力提供更有效的方法。游戏中的计算思维评估面临困难,因为学生的知识获取和技能构建是隐性的。在基于游戏的学习环境中,定性方法被广泛用于测量学生的计算思维能力。本文的新增内容 将学生的计算思维经验划分为不同的阶段,并通过顺序分析法对每个阶段所采用的重复模式进行分析。这种方法为利用机器学习方法推进基于阶段的隐式学习评估提供了灵感。游戏表现和谜题难度与学生的计算思维能力密切相关。研究人员和教师可以通过观察学生的实时游戏操作来评估他们的内隐计算思维。成绩优秀的学生可以开发实用的问题解决策略,并表现出系统的计算思维阶段,而成绩较差的学生可能需要适当的干预措施来提高他们的计算思维实践能力。对实践和/或政策的影响 通过分析某些游戏变量与内隐学习阶段之间的显著相关性,引入一种有可能在各种游戏学习中推广的实用方法,以更好地了解学习过程。通过模拟游戏变量在学生内隐学习过程中的反映,发现非生产性学习并进行及时干预,帮助提高游戏中的知识掌握和技能构建。我们期待着进一步研究游戏表现与内隐学习技能之间的因果关系,并仔细考虑更多的表现因素。
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Assessing implicit computational thinking in game-based learning: A logical puzzle game study

To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been developed, especially in games, where computational knowledge acquisition and computational skill construction are implicit. This study introduced an innovative approach to explore students' implicit computational thinking through various explicit factors in game-based learning, with a specific focus on Zoombinis, a logical puzzle-based game designed to enhance students' computational thinking skills. Our results showed that factors such as duration, accuracy, number of actions and puzzle difficulty were significantly related to students' computational thinking stages, while gender and grade level were not. Besides, findings indicated gameplay performance has the potential to reveal students' computational thinking stages and skills. Effective performance (shorter duration, fewer actions and higher accuracy) indicated practical problem-solving strategies and systematic computational thinking stages (eg, Algorithm Design). This work helps simplify the process of implicit computational thinking assessment in games by observing the explicit factors and gameplay performance. These insights will serve to enhance the application of gamification in K-12 computational thinking education, offering a more efficient method to understanding and fostering students' computational thinking skills.

Practitioner notes

What is already known about this topic

  • Game-based learning is a pedagogical framework for developing computational thinking in K-12 education.
  • Computational thinking assessment in games faces difficulties because students' knowledge acquisition and skill construction are implicit.
  • Qualitative methods have widely been used to measure students' computational thinking skills in game-based learning environments.

What this paper adds

  • Categorize students' computational thinking experiences into distinct stages and analyse recurrent patterns employed at each stage through sequential analysis. This approach serves as inspiration for advancing the assessment of stage-based implicit learning with machine learning methods.
  • Gameplay performance and puzzle difficulty significantly relate to students' computational thinking skills. Researchers and instructors can assess students' implicit computational thinking by observing their real-time gameplay actions.
  • High-performing students can develop practical problem-solving strategies and exhibit systematic computational thinking stages, while low-performing students may need appropriate interventions to enhance their computational thinking practices.

Implications for practice and/or policy

  • Introduce a practical method with the potential for generalization across various game-based learning to better understand learning processes by analysing significant correlations between certain gameplay variables and implicit learning stages.
  • Allow unproductive learning detection and timely intervention by modelling the reflection of gameplay variables in students' implicit learning processes, helping improve knowledge mastery and skill construction in games.
  • Further investigations on the causal relationship between gameplay performance and implicit learning skills, with careful consideration of more performance factors, are expected.
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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