Learning computational thinking through gamification and collaborative learning

Lap Kei Lee, Tsz Kin Cheung, Lok Tin Ho, Wai Hang Yiu, Nga In Wu

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

9 Citations (Scopus)

Abstract

Computational thinking (CT) is becoming a growing field in educational research and practice. CT is not only related to coding or programming, but also a fundamental skill for everyone to solve problems effectively and efficiently with solutions that are reusable in different contexts, which helps to improve our analytical ability for different tasks. Therefore, parents are eager to enroll their children in children programming courses. This paper presents the design of a web-based game for learning computational thinking anywhere and anytime. It has a visual programming environment for programming virtual robot to complete specific tasks. Our game levels are designed to cover the following five core elements of CT: reformulation, recursion, decomposition, abstraction and systematic testing. The game also supports collaborative learning, in which some game levels involve multiple robots to be programmed by multiple players at the same time. A survey on twenty undergraduate computer science students showed that our game requires the application of the above five core elements of CT to complete, and is likely to be an attractive learning tool for learners including primary students.

Original languageEnglish
Title of host publicationBlended Learning
Subtitle of host publicationEducational Innovation for Personalized Learning - 12th International Conference, ICBL 2019, Proceedings
EditorsSimon K.S. Cheung, Lap-Kei Lee, Ivana Simonova, Tomas Kozel, Lam-For Kwok
PublisherSpringer Verlag
Pages339-349
Number of pages11
ISBN (Print)9783030215613
DOIs
Publication statusPublished - 2019
Event12th International Conference on Blended Learning, ICBL 2019 - Hradec Kralove, Czech Republic
Duration: 2 Jul 20194 Jul 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11546 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference12th International Conference on Blended Learning, ICBL 2019
Country/TerritoryCzech Republic
CityHradec Kralove
Period2/07/194/07/19

Keywords

  • Collaborative learning
  • Computational Thinking
  • Gamification
  • Visual programming

Fingerprint

Dive into the research topics of 'Learning computational thinking through gamification and collaborative learning'. Together they form a unique fingerprint.

Cite this