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The effects of video game making within science content on student computational thinking skills and performance

机译:科学内容中的视频游戏制作对学生计算思维能力和表现的影响

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Purpose - This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach - A didactic intervention was performed for five weeks. Two student groups were taught the same computational concepts in two ways. One group was taught by constructing a video game within science content to practice science and computing curriculum while the other group constructed appropriately designed projects to practice only the computing curriculum. Additionally, the students constructed a pretest project before the beginning of the intervention and a post-test project after its end. Results were based on quantitative and qualitative code analysis and interviews from the students. Findings - VGM within science content resulted in projects with more CT skills and also supported students to effectively apply their acquired coding skills, after the end of the intervention. Practical implications - The results of this study suggest an interdisciplinary environment, such as the VGM within science content, which can effectively support CT skills development and computing curriculum. Originality/value - Although VGM has been successfully applied to teach science content, this study explored the potential influence of this learning environment on CT skills development and coding fluency. Such interdisciplinary educational environments could be applied in the typical school settings to promote a plethora of skills and academic contents.
机译:目的-这项研究旨在探讨替代学习环境(例如科学内容内的视频游戏制作(VGM))对计算思维(CT)技能发展和学生表现的影响。设计/方法/方法-进行了为期五周的教学干预。两个学生小组以两种方式被教导相同的计算概念。一组通过在科学内容内构建视频游戏来练习科学和计算机课程,而另一组通过构建适当设计的项目来仅练习计算机课程。此外,学生在干预开始之前先构建了一个预测试项目,在干预结束后又构建了一个后测试项目。结果基于定量和定性代码分析以及学生的访谈。调查结果-干预结束后,科学内容中的VGM导致项目具有更多的CT技能,还支持学生有效地运用他们获得的编码技能。实际意义-该研究的结果提出了跨学科的环境,例如科学内容内的VGM,可以有效地支持CT技能开发和计算机课程。原创性/价值-尽管VGM已成功应用于科学内容的教学,但本研究探索了这种学习环境对CT技能发展和编码流畅性的潜在影响。这样的跨学科教育环境可以在典型的学校环境中应用,以促进大量的技能和学术内容。

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