9 research outputs found
Raciocínio Computacional e Jogos Digitais: Desenvolvendo Habilidades com Diversão
INTRODUCTION: Several researchers consider the importance of Computational Thinking being presented and developed from the earliest years of basic education and, furthermore, that digital games can be one of the vehicles to introduce it to children in schools. However, before developing new game solutions for this purpose, it is important to recognize how games can actually contribute to develop Computational Thinking, as well as to identify which skills have been worked on. OBJECTIVE: In this sense, this article presents the synthesis of a systematic mapping, whose objective was to identify how digital games can be used to develop Computational Thinking skills. METHOD: The objective was met by a systematic literature mapping executed by two reviewers and an expert. RESULTS: It was possible to identify some games used to stimulate the development of Computational Thinking skills, as well as the mechanics used by these games. CONCLUSION: It has been found that puzzle games are most commonly used to develop skills in Computational Reasoning. It has also been observed that the abilities of Abstraction and Algorithmic Thinking are the main skills developed in these games.INTRODUÇÃO: Diversos pesquisadores consideram a importância de o Raciocínio Computacional ser apresentado e desenvolvido desde os primeiros anos da educação básica e, além disso, que os jogos digitais podem ser um dos veículos para apresentálo às crianças em idade escolar. Todavia, antes de se desenvolver novas soluções de jogos para esse fim, é importante reconhecer como de fato os jogos podem contribuir ao desenvolvimento do Raciocínio Computacional, bem como identificar quais habilidades têm sido trabalhadas. OBJETIVO: Nesse sentido, este artigo apresenta a síntese dos resultados de um mapeamento sistemático, cujo objetivo foi identificar como os jogos digitais podem ser usados para o desenvolvimento das habilidades do Raciocínio Computacional. MÉTODO: O objetivo foi alcançado mediante mapeamento sistemático de literatura executado por dois revisores e um especialista. RESULTADOS: Foi possível identificar alguns jogos utilizados para estimular o desenvolvimento de habilidades do Raciocínio Computacional, assim como as mecânicas usadas por esses jogos. CONCLUSÃO: Verificou-se que jogos de quebracabeça são os mais utilizados para desenvolver habilidades do Raciocínio Computacional. Também observou-se que as habilidades de Abstração e Raciocínio Algorítmico são as principais habilidades desenvolvidas nesses jogos
Investigation of the Effects of a Situated Learning Digital Game on Mathematics Education at the Primary School Level
Previous research suggests games can improve learning outcomesand students’ motivation. However, there still exists insufficient clarity on the design principles and pedagogical approach that should underpinmathematics educational games. This thesis is aimed at evaluating the effects of an educationalgame on the learningperformance and levels of anxiety promoted by mathematics activities of primary school students. The game was designed based on theprinciples of situated learning, following acombination of an in-depth literature review, a collection of teachers’ perceptions about educational games, and features ofclassroom games. Empirical evaluation of the game was performed through a 5-weeks experiment carried out in three Irish schools, with the participationof 88 students. The investigationhad a pre-post-test designand aimed to evaluate the effects of the gameon students’ mathematics performance and anxiety. In the first week, students answered the Learning Outcomes on Mathematics for Children (LOMC), a questionnaire that measured students’ knowledge ofmathematics. The same studentsalso answered the Modified Abbreviated Math Anxiety Scale (mAMAS), a validated self-report questionnaire to assess maths anxiety ofprimary school children. During the following three weeks, students had weekly gameplay sessions of 45-60 minutes
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
Game-Based Learning, Gamification in Education and Serious Games
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
La détection d'anomalies comme outil de renforcement d'analyse des données et de prédiction dans l'éducation
Les établissements d'enseignement cherchent à concevoir des mécanismes efficaces pour améliorer les résultats scolaires, renforcer le processus d'apprentissage et éviter l'abandon scolaire. L'analyse et la prédiction des performances des étudiants au cours de leurs études peuvent mettre en évidence certaines lacunes d'une formation et détecter les étudiants ayant des problèmes d'apprentissage. Il s'agit donc de développer des techniques et des modèles basés sur des données qui visent à améliorer l'enseignement et l'apprentissage. Les modèles classiques ignorent généralement les étudiants présentant des comportements et incohérences inhabituels, bien qu'ils puissent fournir des informations importantes aux experts du domaine et améliorer les modèles de prédiction. Les profils atypiques dans l'éducation sont à peine explorés et leur impact sur les modèles de prédiction n'a pas encore été étudié dans la littérature. Cette thèse vise donc à étudier les valeurs anormales dans les données éducatives et à étendre les connaissances existantes à leur sujet. La thèse présente trois études de cas de détection de données anormales pour différents contextes éducatifs et modes de représentation des données (jeu de données numériques pour une université allemande, jeu de données numériques pour une université russe, jeu de données séquentiel pour les écoles d'infirmières françaises). Pour chaque cas, l'approche de prétraitement des données est proposée en tenant compte des particularités du jeu de données. Les données préparées ont été utilisées pour détecter les valeurs anormales dans des conditions de vérité terrain inconnue. Les caractéristiques des valeurs anormales détectées ont été explorées et analysées, ce qui a permis d'étendre les connaissances sur le comportement des étudiants dans un processus d'apprentissage. L'une des principales tâches dans le domaine de l'éducation est de développer des mécanismes essentiels qui permettront d'améliorer les résultats scolaires et de réduire l'abandon scolaire. Ainsi, il est nécessaire de construire des modèles de prédiction de performance qui sont capables de détecter les étudiants ayant des problèmes d'apprentissage, qui ont besoin d'une aide spéciale. Le deuxième objectif de la thèse est d'étudier l'impact des valeurs anormales sur les modèles de prédiction. Nous avons considéré deux des tâches de prédiction les plus courantes dans le domaine de l'éducation: (i) la prédiction de l'abandon scolaire, (ii) la prédiction du score final. Les modèles de prédiction ont été comparés en fonction de différents algorithmes de prédiction et de la présence de valeurs anormales dans les données d'entraînement. Cette thèse ouvre de nouvelles voies pour étudier les performances des élèves dans les environnements éducatifs. La compréhension des valeurs anormales et des raisons de leur apparition peut aider les experts du domaine à extraire des informations précieuses des données. La détection des valeurs aberrantes pourrait faire partie du pipeline des systèmes d'alerte précoce pour détecter les élèves à haut risque d'abandon. De plus, les tendances comportementales des valeurs aberrantes peuvent servir de base pour fournir des recommandations aux étudiants dans leurs études ou prendre des décisions concernant l'amélioration du processus éducatif.Educational institutions seek to design effective mechanisms that improve academic results, enhance the learning process, and avoid dropout. The performance analysis and performance prediction of students in their studies may show drawbacks in the educational formations and detect students with learning problems. This induces the task of developing techniques and data-based models which aim to enhance teaching and learning. Classical models usually ignore the students-outliers with uncommon and inconsistent characteristics although they may show significant information to domain experts and affect the prediction models. The outliers in education are barely explored and their impact on the prediction models has not been studied yet in the literature. Thus, the thesis aims to investigate the outliers in educational data and extend the existing knowledge about them. The thesis presents three case studies of outlier detection for different educational contexts and ways of data representation (numerical dataset for the German University, numerical dataset for the Russian University, sequential dataset for French nurse schools). For each case, the data preprocessing approach is proposed regarding the dataset peculiarities. The prepared data has been used to detect outliers in conditions of unknown ground truth. The characteristics of detected outliers have been explored and analysed, which allowed extending the comprehension of students' behaviour in a learning process. One of the main tasks in the educational domain is to develop essential tools which will help to improve academic results and reduce attrition. Thus, plenty of studies aim to build models of performance prediction which can detect students with learning problems that need special help. The second goal of the thesis is to study the impact of outliers on prediction models. The two most common prediction tasks in the educational field have been considered: (i) dropout prediction, (ii) the final score prediction. The prediction models have been compared in terms of different prediction algorithms and the presence of outliers in the training data. This thesis opens new avenues to investigate the students' performance in educational environments. The understanding of outliers and the reasons for their appearance can help domain experts to extract valuable information from the data. Outlier detection might be a part of the pipeline in the early warning systems of detecting students with a high risk of dropouts. Furthermore, the behavioral tendencies of outliers can serve as a basis for providing recommendations for students in their studies or making decisions about improving the educational process
Learning Analytics for the Formative Assessment of New Media Skills
Recent theories of education have shifted learning environments towards student-centred education. Also, the advancement of technology and the need for skilled individuals in different areas have led to the introduction of new media skills. Along with new pedagogies and content, these changes require new forms of assessment. However, assessment as the core of learning has not been modified as much as other educational aspects. Hence, much attention is required to develop assessment methods based on current educational requirements. To address this gap, we have implemented two data-driven systematic literature reviews to recognize the existing state of the field in the current literature. Chapter four of this thesis focus on a literature review of automatic assessment, named learning analytics. This chapter investigates the topics and challenges in developing new learning analytics tools. Chapter five studies all assessment types, including traditional and automatic forms, in computational thinking education. Computational thinking education, which refers to the teaching of problem-solving skills, is one of the new media skills introduced in the 21st century. The findings from these two literature reviews categorize the assessment methods and identify the key topics in the literature of learning analytics and computational thinking assessment. Studying the identified topics, their relations, and related studies, we pinpoint the challenges, requirements, and opportunities of using automatic assessment in education. The findings from these studies can be used as a guideline for future studies aiming to enhance assessment methods in education. Also, the literature review strategy in this thesis can be utilized by other researchers to develop systematic data-driven literature reviews in future studies