skip to main content
10.1145/1953163.1953241acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Recognizing computational thinking patterns

Published:09 March 2011Publication History

ABSTRACT

End-user game design tools are effective in motivating and exposing students with no prior programming experience to computer science. However, while there is good evidence that these environments are effective motivators, the question remains what do students actually learn? For our purposes, using AgentSheets, we would like to know if students can apply the knowledge obtained from programming games to creating science simulations. Specifically, we want to better understand if students are able to recognize Computational Thinking Patterns (CTP) from their game programming experience. Computational Thinking Patterns are abstract programming patterns that enable agent interactions not only in games but also in science simulations. Students and teachers who participated in a game design summer institute were administered a Computational Thinking Pattern Quiz (CTP Quiz). This quiz tested the participants' ability to recognize and understand patterns in a context removed from game programming. We found that participants, for the most part, were able to understand and recognize the patterns in a variety of contexts

References

  1. Cooper, S., Dann, W., Pausch, R., Cooper, S., Dann, W., and Pausch, R., Teaching Objects-first In Introductory Computer Science, In Proc. SIGCSE 2003, Reno, Nevada, USA, 2003 Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Peppler, K. and Kafai, Y. B., Collaboration, Computation, and Creativity: Media Arts Practices in Urban Youth Culture. In C. Hmelo- Silver & A. O'Donnell (Eds.), In Proc. Computer Supported Collaborative Learning, New Brunswick, NJ, USA, 2007 Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Repenning, A., Excuse me, I need better AI! Employing Collaborative Diffusion to make Game AI Child's Play. In Proc. ACM SIGGRAPH Video Game Symposium, Boston, MA, USA, ACM Press, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Sturtevant, N. R., Hoover, H. J., Schaeffer, J., Gouglas, S., Bowling, M. H., Southey, F., Bouchard, M., and Zabaneh, G. 2008. Multidisciplinary students and instructors: a second-year games course. In proc 39th SIGCSE Technical Symposium on Computer Science Education, Portland, OR, USA, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Basawapatna, A. R., Koh, K., and Repenning, A. 2010. Using scalable game design to teach computer science from middle school to graduate school. In Proceedings of ITiCSE '10. ACM, Bilkent, Turkey 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Squire, K., Video games in education. International Journal of Intelligent Simulations and Gaming, (2) 1. 2003Google ScholarGoogle Scholar
  7. Ruthmann, A., Heines, J. M., Greher, G. R., Laidler, P., and Saulters, C. 2010. Teaching computational thinking through musical live coding in scratch. In Proceedings of the 41st ACM Technical Symposium on Computer Science Education Milwaukee, Wisconsin, USA, March 10 - 13, 2010. SIGCSE '10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. National Academy of Sciences on Computational Thinking. Report of a Workshop on The Scope and Nature Computational Thinking, National Academies Press, 2010Google ScholarGoogle Scholar
  9. Repenning, A., Webb, D., and Ioannidou, A., "Scalable Game Design and the Development of a Checklist for Getting Computational Thinking into Public Schools", Proc. SIGCSE' 10, ACM Press, WI, USA, 2010 Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Koh, K., Basawapatna, A., Bennet, V., and Repenning, A., "Towards the Automatic Recognition of Computational Thinking For Adaptive Visual Language Learning," to appear in Proceedings of the 2010 Conference on Visual Languages and Human Centric Computing (VL/HCC 2010), IEEE Computer, Madrid, Spain. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Basawapatna, A., and Repenning, A., "Visualizing Student Game Design Project Similarities", In Proc. Diagrams 2010, Portland, Oregon, USA 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Landauer, T. K., Foltz, P. W., and Laham, D., Introduction to Latent Semantic Analysis. Discourse Processes, 25, 1998, 259--284Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Recognizing computational thinking patterns

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader