The development of students' computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis. (February 2021)
- Record Type:
- Journal Article
- Title:
- The development of students' computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis. (February 2021)
- Main Title:
- The development of students' computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis
- Authors:
- Asbell-Clarke, J.
Rowe, E.
Almeda, V.
Edwards, T.
Bardar, E.
Gasca, S.
Baker, R.S.
Scruggs, R. - Abstract:
- Abstract: This paper reports on a research study of 45 classes in US schools (grades 3–8) using Zoombinis, a popular Computational Thinking (CT) learning game for ages 8 to adult. The study examined the relationship among student gameplay, related classroom activity, and the development of students' CT practices in Zoombinis classes. A combination of research methods, including educational data-mining on game data logs, cluster analysis on teacher logs of classroom activity, and multilevel modeling, was used to determine the impact of the duration and nature of student gameplay, as well as the extent and nature of classroom activity, on student CT practices. Automated detectors of gameplay CT practices built for this research were significant predictors of external post-assessment scores, and thus show promise as implicit assessments of CT practices within gameplay. Students with high duration of gameplay and high gameplay CT practices scored highest on external post-assessment of CT practices, when accounting for pre-assessment scores. This research suggests that Zoombinis is an effective CT learning tool and CT assessment tool for elementary- and middle-school students. Highlights: Automated data mining detectors detected students' Computational Thinking in Zoombinis . Longer duration of gameplay related to more Computational Thinking exhibited outside the game. More CT practices exhibited in gameplay related to more Computational Thinking exhibited outside the game.Abstract: This paper reports on a research study of 45 classes in US schools (grades 3–8) using Zoombinis, a popular Computational Thinking (CT) learning game for ages 8 to adult. The study examined the relationship among student gameplay, related classroom activity, and the development of students' CT practices in Zoombinis classes. A combination of research methods, including educational data-mining on game data logs, cluster analysis on teacher logs of classroom activity, and multilevel modeling, was used to determine the impact of the duration and nature of student gameplay, as well as the extent and nature of classroom activity, on student CT practices. Automated detectors of gameplay CT practices built for this research were significant predictors of external post-assessment scores, and thus show promise as implicit assessments of CT practices within gameplay. Students with high duration of gameplay and high gameplay CT practices scored highest on external post-assessment of CT practices, when accounting for pre-assessment scores. This research suggests that Zoombinis is an effective CT learning tool and CT assessment tool for elementary- and middle-school students. Highlights: Automated data mining detectors detected students' Computational Thinking in Zoombinis . Longer duration of gameplay related to more Computational Thinking exhibited outside the game. More CT practices exhibited in gameplay related to more Computational Thinking exhibited outside the game. Students' gender, grade level, or other CT activity were not related to more Computational Thinking outside the game. … (more)
- Is Part Of:
- Computers in human behavior. Volume 115(2021)
- Journal:
- Computers in human behavior
- Issue:
- Volume 115(2021)
- Issue Display:
- Volume 115, Issue 2021 (2021)
- Year:
- 2021
- Volume:
- 115
- Issue:
- 2021
- Issue Sort Value:
- 2021-0115-2021-0000
- Page Start:
- Page End:
- Publication Date:
- 2021-02
- Subjects:
- Computational thinking -- Assessment -- Game-based learning
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2020.106587 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
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British Library HMNTS - ELD Digital store - Ingest File:
- 25011.xml