通过游戏式学习提高初中生的计算思维能力

Yanjun Pan, Elizabeth L. Adams, Leanne R. Ketterlin-Geller, Eric C. Larson, Corey Clark
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摘要

计算思维被认为是每个人都必须学习的基本能力。然而,教师们发现,在 K-12 环境中实施现有的学习方法具有挑战性,因为现有的方法通常侧重于教授计算概念和技能(即编程技能),而不是帮助学生发展计算思维能力--一种可根据课程要求跨学科使用的能力。为了满足这一需求,本研究调查了基于游戏的学习如何影响中学生的学习过程,尤其是计算思维能力的发展、计算思维的自我效能感以及游戏过程中的参与度。此外,本研究还考察了个体差异对这些结果的调节作用。我们观察到的证据表明,游戏体验影响了学生的计算思维自我效能感,但不影响计算思维能力或游戏参与度。与年龄(年级)和之前的游戏经历相比,性别在调节学生的计算思维能力、计算思维能力自我效能感和游戏参与度方面往往发挥着更重要的作用。本文讨论了利用游戏式学习提高计算思维能力的意义和未来研究的可能方向。
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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Enhancing middle school students’ computational thinking competency through game-based learning

Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed.

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