Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation. (February 2023)
- Record Type:
- Journal Article
- Title:
- Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation. (February 2023)
- Main Title:
- Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation
- Authors:
- Madariaga, Leonardo
Allendes, Carolina
Nussbaum, Miguel
Barrios, Gustavo
Acevedo, Nicolás - Abstract:
- Abstract: As we begin to identify essential skills for the future, there has been an increased focus on how to define and implement computational thinking within education. However, the question of how to engage children with coding activities within the context and limitations of the curriculum remains relatively explored. In our study, a human-centered design approach was followed to guide a small group of children through the co-design, implementation and evaluation of a board game. The board game had two versions: an offline version involving a robotic agent and an online version with its digital equivalent. A mixed-method approach was used to understand and compare levels of engagement, usability, and collaboration in both versions of the game. The tangible aspect of working with a robotic agent in the offline version led to greater levels of motivation and involvement with the game mechanics. Tangible robotics games tend to be more approachable for children. Our study shows that using such games by connecting the mathematics curriculum with coding problems can successfully engage participants in collaborative computational thinking activities. We contribute to the field by providing human-centered guidance for the creation of educational tools to develop computational thinking. Such guidance is not only applicable in technologically rich environments; it can also be applied in educational communities with limited access to technology. Highlights: A board game with anAbstract: As we begin to identify essential skills for the future, there has been an increased focus on how to define and implement computational thinking within education. However, the question of how to engage children with coding activities within the context and limitations of the curriculum remains relatively explored. In our study, a human-centered design approach was followed to guide a small group of children through the co-design, implementation and evaluation of a board game. The board game had two versions: an offline version involving a robotic agent and an online version with its digital equivalent. A mixed-method approach was used to understand and compare levels of engagement, usability, and collaboration in both versions of the game. The tangible aspect of working with a robotic agent in the offline version led to greater levels of motivation and involvement with the game mechanics. Tangible robotics games tend to be more approachable for children. Our study shows that using such games by connecting the mathematics curriculum with coding problems can successfully engage participants in collaborative computational thinking activities. We contribute to the field by providing human-centered guidance for the creation of educational tools to develop computational thinking. Such guidance is not only applicable in technologically rich environments; it can also be applied in educational communities with limited access to technology. Highlights: A board game with an online and offline version was co-designed with children. A gamified robotic agent was used to encourage problem-solving during coding activities. Increased motivation was observed in the offline version of the game when it came to coding and moving the robotic agent. Equal levels of engagement and perception of game mechanics were observedin both versions of the game. … (more)
- Is Part Of:
- Computers & education. Volume 193(2023)
- Journal:
- Computers & education
- Issue:
- Volume 193(2023)
- Issue Display:
- Volume 193, Issue 2023 (2023)
- Year:
- 2023
- Volume:
- 193
- Issue:
- 2023
- Issue Sort Value:
- 2023-0193-2023-0000
- Page Start:
- Page End:
- Publication Date:
- 2023-02
- Subjects:
- Education -- Data processing -- Periodicals
Education -- Periodicals
Computers -- Periodicals
Computer-Assisted Instruction -- Periodicals
Éducation -- Informatique -- Périodiques
Electronic journals
370.285 - Journal URLs:
- http://www.sciencedirect.com/science/journal/03601315 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.compedu.2022.104664 ↗
- Languages:
- English
- ISSNs:
- 0360-1315
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.677000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 24452.xml