Skip to main content

How to Characterize and Analyze the Computational Thinking Skills of a Learning Game?

  • Conference paper
  • First Online:
Responsive and Sustainable Educational Futures (EC-TEL 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14200))

Included in the following conference series:

  • 1347 Accesses

Abstract

Computational thinking is a discipline poorly mastered by elementary school teachers. To help teachers address these skills with their students, we develop the SPY game. In this paper we conduct a didactic analysis of the game and we propose a tool to describe the competencies targeted by the game based on game mechanics. The proposed tool has been applied to describe 21 of the 26 PIAF skills (a skills base on computational thinking). We show how these descriptions provide to teachers and designers micro information about the active skills in a level or macro information about the evolution of a game scenario complexity.

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 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
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

Notes

  1. 1.

    The user is in the external universe of the device.

  2. 2.

    translated from french “une référence pour l’utilisateur relativement à laquelle la connaissance est cons-truite”.

  3. 3.

    SPY: https://spy.lip6.fr/, accessed on March 6, 2023.

  4. 4.

    SPY source code: https://github.com/Mocahteam/SPY, accessed on March 6, 2023.

  5. 5.

    CRCN (Cadre de Référence des Compétences Numériques) is a french skills base inspired by the DigComp 2.1: https://eduscol.education.fr/document/20389/download, accessed April 7, 2023.

  6. 6.

    translated from french “Lire et construire un algorithme qui comprend des instructions simples”.

  7. 7.

    BlocklyMaze: https://blockly.games/maze, accessed April 10, 2023.

References

  1. Balacheff, N.: La transposition informatique, un nouveau problème pour la didactique. In: Artigue, M., Gras, R., Laborde, C., Tavignot, P., Balacheff, N., (ed.) colloque "Vingt ans de didactique des mathématiques en France", 15–17 juin 1993, pp. 364–370. Recherches en didactique des mathématiques, La Pensée Sauvage, Paris, France (1993). https://telearn.archives-ouvertes.fr/hal-00190646

  2. Baron, G.L., Drot-Delange, B., Grandbastien, M., Tort, F.: Computer science education in french secondary schools: historical and didactical perspectives. ACM Trans. Comput. Educ. 14(2) (2014). https://doi.org/10.1145/2602486

  3. Branthôme, M.: Pyrates: a serious game designed to support the transition from block-based to text-based programming. In: European Conference on Technology Enhanced Learning (EC-TEL 2022). Lecture Notes in Computer Science, vol. 13450, pp. 31–44 (2022)

    Google Scholar 

  4. Chiprianov, V., Gallon, L.: Introducing computational thinking to K-5 in a French context. In: 21st Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE 2016). ACM Press, Arequipa, Peru (2016). https://doi.org/10.1145/2899415.2899439, https://hal-univ-pau.archives-ouvertes.fr/hal-01908224

  5. Kradolfer, S., Dubois, S., Riedo, F., Mondada, F., Fassa, F.: A sociological contribution to understanding the use of robots in schools: the thymio robot. In: Beetz, M., Johnston, B., Williams, M.A. (eds.) Soc. Robot., pp. 217–228. Springer International Publishing, Cham (2014). https://doi.org/10.1007/978-3-319-11973-1_22

    Chapter  Google Scholar 

  6. Laisney, P., Chatoney, M.: Instrumented activity and theory of instrument of Pierre Rabardel. In: Philosophy of Technology for Technology Education to Sense/Brill (2018). https://hal-amu.archives-ouvertes.fr/hal-01903109

  7. Lindberg, R.S.N., Laine, T.H., Haaranen, L.: Gamifying programming education in k-12: a review of programming curricula in seven countries and programming games. British J. Educ. Technol. 50(4), 1979–1995 (2019). https://doi.org/10.1111/bjet.12685, https://bera-journals.onlinelibrary.wiley.com/doi/abs/10.1111/bjet.12685

  8. Mariotti, M.A., Maracci, M.: resources for the teacher from a semiotic mediation perspective, pp. 59–75. Springer, Netherlands, Dordrecht (2012). https://doi.org/10.1007/978-94-007-1966-8_4

  9. Marne, B., Wisdom, J., Huynh-Kim-Bang, B., Labat, J.M.: The six facets of serious game design: a methodology enhanced by our design pattern library. In: Seventh European Conference on Technology Enhanced Learning (EC-TEL 2012). Lecture Notes in Computer Science, vol. 7563, pp. 208–221. Springer, Berlin/Heidelberg, Saarbrücken, Germany (Sep 2012). https://doi.org/10.1007/978-3-642-33263-0_17, https://hal.sorbonne-universite.fr/hal-00739124

  10. Miljanovic, M.A., Bradbury, J.S.: A review of serious games for programming. In: Göbel, S., et al. (eds.) Serious Games, pp. 204–216. Springer International Publishing, Cham (2018). https://doi.org/10.1007/978-3-030-02762-9_21

    Chapter  Google Scholar 

  11. Muratet, M.: Complete and commented level model in XML format (2023). https://github.com/Mocahteam/SPY/blob/master/Doc/LevelModel.xml. Accessed 19 Jun 2023

  12. Muratet, M.: Description of PIAF skills using the SPY game features (2023). https://github.com/Mocahteam/SPY/blob/master/Assets/StreamingAssets/Competencies/competenciesReferential.json. Accessed 19 Jun 2023

  13. Parmentier, Y., et al.: PIAF: developing computational and algorithmic thinking in fundamental education. In: EdMedia+ Innovate Learning, Association for the Advancement of Computing in Education (AACE), pp. 315–322 (2020)

    Google Scholar 

  14. PIAF Project: the complete list of the 26 PIAF skills and their description (2021). https://piaf.loria.fr/wp-content/uploads/2021/09/PIAF-Referential-of-Competencies-Description-and-Examples.pdf. Accessed 19 Jun 2023

  15. Saddoug, H., Rahimian, A., Marne, B., Muratet, M., Sehaba, K., Jolivet, S.: Review of the adaptability of a set of learning games meant for teaching computational thinking or programming in France. In: Special Session on Gamification on Computer Programming Learning, vol. 1, pp. 562–569. SCITEPRESS - Science and Technology Publications, Prague, Czech Republic (Apr 2022). https://doi.org/10.5220/0011126400003182, https://hal.science/hal-03668918

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

    Article  Google Scholar 

Download references

Acknowledgements

The author acknowledges the support of the French Agence Nationale de la Recherche (ANR), under grant ANR-18-CE38-0008 (project IECARE) and Stéphanie Chane Chick Te for her proofreading of this article.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mathieu Muratet .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Muratet, M. (2023). How to Characterize and Analyze the Computational Thinking Skills of a Learning Game?. In: Viberg, O., Jivet, I., Muñoz-Merino, P., Perifanou, M., Papathoma, T. (eds) Responsive and Sustainable Educational Futures. EC-TEL 2023. Lecture Notes in Computer Science, vol 14200. Springer, Cham. https://doi.org/10.1007/978-3-031-42682-7_18

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-42682-7_18

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-42681-0

  • Online ISBN: 978-3-031-42682-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics