通过马来西亚郊区儿童的数字游戏共同创造活动映射计算思维技能

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2022-10-31 DOI:10.1177/07356331221121106
M. K. Othman, Syazni Jazlan, Fatin Afiqah Yamin, Shaziti Aman, F. Mohamad, Nurfarahani Norman Anuar, Abdulrazak Yahya Saleh, Ahmad Azaini Abdul Manaf
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引用次数: 0

摘要

本研究调查了数字游戏共同创造如何促进郊区小学儿童的计算思维(CT)技能。了解如何通过共同创造数字游戏在学习编程概念中培养CT技能,对于确定符合年轻学生兴趣和能力的教学策略至关重要。该实证研究成功地生成了一个新的清单,可以作为描述儿童共同创造数字游戏时CT技能学习的工具。清单包括10项核心CT技能:抽象、分解、算法思维、概括、表示、社会化、代码素养、自动化、协调和调试。来自婆罗洲郊区小学的36名10-12岁的孩子参加了三个独立的8小时会议的游戏制作。此外,还举办了一次有五人参加的试验性会议。游戏的共同创造过程被记录下来,以确定这些年轻的、缺乏经验的、未经训练的年轻学习者如何在使用CT技能时进行合作。通过分析他们在共同创造数字游戏时的故事,我们发现了他们在开发游戏时使用CT的模式。虽然没有一个小组展示了所有10种CT的使用,但最终,CT的所有10种组件都出现在他们共同创造的数字游戏中。
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Mapping Computational Thinking Skills Through Digital Games Co-Creation Activity Amongst Malaysian Sub-urban Children
This study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial to determine instructional strategies that match the young students' interests and capacities. The empirical study has successfully produced a new checklist that can be used as a tool to describe the learning of CT skills when children co-create digital games. The checklist consists of 10 core CT skills: abstraction, decomposition, algorithmic thinking, generalisation, representation, socialisation, code literacy, automation, coordination, and debugging. Thirty-six 10–12 year-olds from sub-urban primary schools in Borneo participated in creating games in three separate eight-hour sessions. In addition, one pilot session with five participants was conducted. The game co-creation process was recorded to identify and determine how these young, inexperienced, untrained young learners collaborated while using CT skills. Analysis of their narratives while co-creating digital games revealed a pattern of using CT while developing the games. Although none of the groups demonstrated the use of all ten CTs, conclusively, all ten components of the CT were visibly present in their co-created digital games.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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