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Learner Modeling and Learning Analytics in Computational Thinking Games for Education

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Part of the book series: Smart Computing and Intelligence ((SMCOMINT))

Abstract

Various approaches of game-based computational thinking (CT) environments were designed to better support the development of CT skills, such as abstraction, algorithmic thinking, generalization, or decomposition. We provide a classification of game-based environments for CT according to their characteristics such as the programming tools offered to the learners. In contrast to environments with open-ended tasks, goal-oriented learning environments have the potential to guide learners toward becoming a computational thinker. We present a framework for designing and evaluating game-based CT environments. This framework combines the use of methods of learning analytics with a suitable learning progression in order to provide appropriate dynamic guidance, scaffolds, and feedback to the learners depending on their actual state of programming. Finally, we evaluated our environment ctGameStudio with a study from the science festival “ScienceNight Ruhr 2018” using this framework.

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Notes

  1. 1.

    ScienceNight Ruhr, science festival: https://www.wissensnacht.ruhr/english/ retrieved 2019-02-18.

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Acknowledgements

We dedicate this publication to the memory of Sören Werneburg who designed and developed the ctGameStudio and ctMazeStudio environments and conducted this study.

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Correspondence to Sven Manske .

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Manske, S., Werneburg, S., Hoppe, H.U. (2019). Learner Modeling and Learning Analytics in Computational Thinking Games for Education. In: Tlili, A., Chang, M. (eds) Data Analytics Approaches in Educational Games and Gamification Systems. Smart Computing and Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-32-9335-9_10

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  • DOI: https://doi.org/10.1007/978-981-32-9335-9_10

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