Skip to main content

Learning Computational Thinking Through Gamification and Collaborative Learning

  • Conference paper
  • First Online:
Blended Learning: Educational Innovation for Personalized Learning (ICBL 2019)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 11546))

Included in the following conference series:

Abstract

Computational thinking (CT) is becoming a growing field in educational research and practice. CT is not only related to coding or programming, but also a fundamental skill for everyone to solve problems effectively and efficiently with solutions that are reusable in different contexts, which helps to improve our analytical ability for different tasks. Therefore, parents are eager to enroll their children in children programming courses. This paper presents the design of a web-based game for learning computational thinking anywhere and anytime. It has a visual programming environment for programming virtual robot to complete specific tasks. Our game levels are designed to cover the following five core elements of CT: reformulation, recursion, decomposition, abstraction and systematic testing. The game also supports collaborative learning, in which some game levels involve multiple robots to be programmed by multiple players at the same time. A survey on twenty undergraduate computer science students showed that our game requires the application of the above five core elements of CT to complete, and is likely to be an attractive learning tool for learners including primary students.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 74.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Shute, V.J., Sun, C., Asbell-Clarke, J.: Demystifying computational thinking. Educ. Res. Rev. 22, 142–158 (2017)

    Article  Google Scholar 

  2. Berland, M., Wilensky, U.: Comparing virtual and physical robotics environments for supporting complex systems and computational thinking. J. Sci. Educ. Technol. 24(5), 628–647 (2015)

    Article  Google Scholar 

  3. Friedman, T.L.: The two codes your kids need to know. The New York Times. https://www.nytimes.com/2019/02/12/opinion/college-board-sat-ap.html. Accessed 13 Feb 2019

  4. Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006)

    Article  Google Scholar 

  5. Xiang, B.: Computer programming education goes viral in China. XinhuaNet. http://www.xinhuanet.com/english/2018-04/14/c_137110920.htm. Accessed 29 Mar 2019

  6. Sun, J.: Get with the program: China’s coding kids. Sixth Tone. https://www.sixthtone.com/news/1002642/get-with-the-program-chinas-coding-kids. Accessed 29 Mar 2019

  7. Cremer, J.: Does your child need to learn coding? South China Morning Post. https://www.scmp.com/news/hong-kong/education/article/2142622/does-your-child-need-learn-coding. Accessed 13 Feb 2019

  8. Resnick, M., et al.: Scratch: programming for all. Commun. ACM 52(11), 60–67 (2009)

    Article  Google Scholar 

  9. Cooper, S., Dann, W., Pausch, R.: Alice: a 3-D tool for introductory programming concepts. J. Comput. Sci. Coll. 15(5), 107–116 (2000)

    Google Scholar 

  10. Gerlach, J.M.: Is this collaboration? In: Bosworth, K., Hamilton, S.J. (eds.) Collaborative Learning: Underlying Processes and Effective Techniques, New Directions for Teaching and Learning no. 59 (1994)

    Google Scholar 

  11. Denner, J., Werner, L., Campe, S., Ortiz, E.: Pair programming: under what conditions is it advantageous for middle school students? J. Res. Technol. Educ. 46(3), 277–296 (2014)

    Article  Google Scholar 

  12. Nicholson, S.: A RECIPE for meaningful gamification. In: Reiners, T., Wood, L. (eds.) Gamification in Education and Business. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-10208-5_1

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lap-Kei Lee .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Lee, LK., Cheung, TK., Ho, LT., Yiu, WH., Wu, NI. (2019). Learning Computational Thinking Through Gamification and Collaborative Learning. In: Cheung, S., Lee, LK., Simonova, I., Kozel, T., Kwok, LF. (eds) Blended Learning: Educational Innovation for Personalized Learning. ICBL 2019. Lecture Notes in Computer Science(), vol 11546. Springer, Cham. https://doi.org/10.1007/978-3-030-21562-0_28

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-21562-0_28

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-21561-3

  • Online ISBN: 978-3-030-21562-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics