Game-based collaborative learning framework for computational thinking development
DOI:
https://doi.org/10.17533/udea.redin.20200690Keywords:
video games, computer science education, learning methods, group instructionAbstract
Computational Thinking (CT) can amplify learners’ skill sets so that they become excellent problem-solvers. Game-Based Learning and Collaborative Learning are two approaches that may aid in the development of CT skills. This paper describes a framework based on Game and Problem-Based Learning Strategies which aims to enhance the CT teaching and improves students’ social skills, considering aspects of fun. The framework stands out for including collaborative learning features defined in the main literature. Also, the strategy was developed specifically to fit the games’ dynamics. The approach was evaluated via metacognitive and transactive analysis and by a survey. The results showed evidence that the method is able to stimulate interaction among students to apply problem-solving strategies.
Downloads
References
V. Barr and C. Stephenson, “Bringing computational thinking to k-12: what is involved and what is the role of the computer science education community?” ACM Inroads , vol. 2, no. 1, 2011. [Online]. Available: https://doi.org/10.1145/1929887.1929905
P. Dillenbourg, “What do you mean by collaborative learning?” in Collaborative-learning: Cognitive and Computational Approaches , P. Dillenbourg, Ed. Oxford, England: Elsevier, 1999, pp. 1–19.
B. Feijo, F. S. Corrêa, and E. Clua, Introdução à Ciência da Computação com Jogos: aprendendo a programar com entretenimento ,1sted. Rio de Janeiro, Brazil: Elsevier, 2010.
T. S. Barcelos, “Relações entre o pensamento computacional e a matemática em atividades didáticas de construção de jogos digitais,” Ph.D. Dissertation, Cruzeiro do Sul Unversity, São Paulo, Brazil, 2014.
Â. Jesus and I.Silveira, “A collaborative game-based learning framework to improve computational thinking skills,” in Proceedings of 13 th international conference on e-learning and games (EDUTAINMENT) , Cali, Colombia, 2019, in press.
J. M. Wing, “Computational thinking,” Communications of the ACM , vol. 49, no. 3, 2006. [Online]. Available: https://doi.org/10.1145/1118178.1118215
Exploring computational thinking. Google for Education. Accessed Apr. 10, 2019. [Online]. Available: https://n9.cl/a0uw
C. P. Brackmann, “Desenvolvimento do pensamento computacional a través de atividades desplugadas na educação,”Ph. D. dissertation, Federal University of Rio Grande do Sul, Center for Interdisciplinary Studies on New Technologies in Education, Porto Alegre, Brazil, 2017.
T. Panitz, “Collaborative versus cooperative learning: a comparison of the two concepts which help us understand the underlying nature of interactive learning,” Educational Resources Information Center ERIC , pp. 3–13, 1999.
D. W. Johnson, R. T. Johnson, and E. J. Holubec, “Why cooperative learning is important,” in Circles of Learning: Cooperation in the Classroom and School , E. J. H. D. W. Johnson, R. T. Johnson, Ed. USA: ASCD, 1994, pp. 7–17.
C. N. Tonéis, Os Games na Sala de Aula: Games na educação ou a gamificação da educação , 1st ed. Florianópolis, Brasil: Bookes, 2017.
B. Gros, “Game-based learning: A strategy to integrate digital games in schools,” in Technology Implementation and Teacher Education: Reflective Models , J. Yamamoto, J. C. Kush, R. Lombard, and C. J. Hertzog, Eds. USA: IGI Global, 2010, pp. 365–379.
J. P. Gee, “Bons video games e boa aprendizagem,” Perspectiva , vol. 27, no. 1, April 2009. [Online]. Available: https://doi.org/10.5007/2175-795X.2009v27n1p167
C. Meske, T. Brockmann, K. Wilms, and S. Stieglitz, “Social collaboration and gamification,” in Gamification: Using Game Elements in Serious Contexts , S. Stieglitz, C. Lattemann, S. Robra, R. Zarnekow, and T. Brockmann, Eds. Cham, Switzerland: Springer, 2017, pp. 93–109.
Y. K. Baek, “What hinders teachers in using computer and video games in the classroom? exploring factors inhibiting the uptake of computer and video games,” CyberPsychology & Behavior , vol. 11, no. 6, December 2008. [Online]. Available: https://doi.org/10.1089/cpb.2008.0127
C. E. Hmelo, “Problem-based learning: What and how do students learn?” Educational Psychology Review , vol. 16, no. 3, pp. 235–266, 2004.
S. C. Souza and L. Dourado, “Aprendizagem baseada em problemas (ABP): Um método de aprendizagem inovador para o ensino educativo,” Holos , vol. 5, 2015. [Online]. Available: http://orcid.org/0000-0002-3801-0891
C. J. A. Carvalho, “O ensino e a aprendizagem das ciências naturais através da aprendizagem baseada na resolução de problemas: Um estudo com alunos de 9º ano, centrado no tema sistema digestivo,” Ph.D. dissertation, Minho University, Braga, Portugal, 2009.
B. Zhong, Q. Wang, J. Chen, and Y. Li, “Investigating the period of switching roles in pair programming in a primary school,” Educational Technology and Society , vol. 20, no. 3, pp. 220–233, 2017.
I. F. N. Ioini and L. Corral, “Teaching computational thinking using agile software engineering methods: A framework for middle schools,” ACM Transactions on Computing Education (TOCE) , vol. 17, no. 4, August 2017. [Online]. Available: https://doi.org/10.1145/3055258
J. Thomas, Y. Rankin, R. Minor, and L. Sun,“Exploring the difficulties african-american middle school girls face enacting computational algorithmic thinking over three years while designing games for social change,” Computer Supported Cooperative Work (CSCW) , vol. 26, no. 4, pp. 389–421, 2017.
P. L. Torres and E. A. F. Irala, “Aprendizagem colaborativa: Teoria e prática,” in Complexidade: Redes e Conexões na Produção do Conhecimento , P. L. Torres, Ed. Curitiba, Brazil: SENARPR, 2014, pp. 61–93.
(2020) Robocode. Accessed Sep. 25, 2019. [Online]. Available: https://bit.ly/3eUOdyL
M. Goos, P. L. Galbraith, and P. D. Renshaw, “Socially mediated metacognition: Creating collaborative zones of proximal development in small group problem solving,” Educational Studies in Mathematics , vol. 49, no. 2, February 2002. [Online]. Available: https://doi.org/10.1023/A:1016209010120
“Lightbot,” 2017, accessed Sep. 25, 2019. [Online]. Available: https://bit.ly/2W0Rc00
Published
How to Cite
Issue
Section
License
Copyright (c) 2021 Revista Facultad de Ingeniería Universidad de Antioquia
![Creative Commons License](http://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Revista Facultad de Ingeniería, Universidad de Antioquia is licensed under the Creative Commons Attribution BY-NC-SA 4.0 license. https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
The material published in the journal can be distributed, copied and exhibited by third parties if the respective credits are given to the journal. No commercial benefit can be obtained and derivative works must be under the same license terms as the original work.