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Learning to Think and Practice Computationally via a 3D Simulation Game

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Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 725))

Abstract

Various studies have presented controversial results about the way that young students tried to cultivate and practice their computational thinking (CT) skills with Computer science concepts through the game making programming. However, there is still limited evidence addressing how the gameplay of a simulation game (SG) can be associated with the development of computational problem-solving practices. Therefore, the purpose of the present study is threefold: (a) to elaborate a rationale on how a 3D SG can support the development of computational problem-solving practices using OpenSimulator with Scratch4SL, (b) to analyze how the in-game elements should be mapped to assist basic CT skills cultivation and programming concepts to support students in learning how to think and practice computationally, and (c) to summarize the findings from a preliminary mixed methods study following a game playing approach in regard to the learning experience with a total of fifteen (n = 15) junior high school students. The results indicate that students had a greater range of expressing sufficiently alternative and self-explanatory solutions in blended instruction. The instructor’s feedback and guidance facilitate them to rationalize decisions taken on the cognitive aspects of computational practices in coding.

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Correspondence to Nikolaos Pellas .

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Pellas, N., Vosinakis, S. (2018). Learning to Think and Practice Computationally via a 3D Simulation Game. In: Auer, M., Tsiatsos, T. (eds) Interactive Mobile Communication Technologies and Learning. IMCL 2017. Advances in Intelligent Systems and Computing, vol 725. Springer, Cham. https://doi.org/10.1007/978-3-319-75175-7_54

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  • DOI: https://doi.org/10.1007/978-3-319-75175-7_54

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-75174-0

  • Online ISBN: 978-3-319-75175-7

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