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Exploring the Use of Finite-State Machines and Game Creation to Teach Computational Thinking in Middle Schools

Published:07 July 2022Publication History

ABSTRACT

One challenge in teaching computational thinking (CT) in K-12 is that teachers often lack resources to teach CT in their classrooms. In this work, we explore the use of game creation as an avenue for teaching CT. We describe WearableLearning, an online platform with a finite-state machine-based interface for creating games and discuss how students can use it to learn and practice CT skills such as algorithmic thinking, problem decomposition, and debugging. Our goal is to empower teachers to teach CT through engaging game creation activities that enable students to create games and play the games that their peers developed through wearable devices.

References

  1. Shuchi Grover and Roy Pea. 2018. Computational Thinking: A Competency Whose Time Has Come . Computer Science Education (2018), 21.Google ScholarGoogle Scholar
  2. Christina Tikva and Efthimios Tambouris. 2021. Mapping computational thinking through programming in K-12 education: A conceptual model based on a systematic literature Review . Computers & Education , Vol. 162 (March 2021).Google ScholarGoogle ScholarCross RefCross Ref

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  1. Exploring the Use of Finite-State Machines and Game Creation to Teach Computational Thinking in Middle Schools

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      • Published in

        cover image ACM Conferences
        ITiCSE '22: Proceedings of the 27th ACM Conference on on Innovation and Technology in Computer Science Education Vol. 2
        July 2022
        686 pages
        ISBN:9781450392006
        DOI:10.1145/3502717

        Copyright © 2022 Owner/Author

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 7 July 2022

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