Downloads provided by UsageCounts
handle: 1822/79076
Computational Thinking is an essential concept in this technological age. Several countries have included this subject as part of their educational program, and many others intend to do it. However, this is not a regular subject like maths or history; it needs more training (to increase the capabilities/skills) than studying and memorizing concepts. So it comes clear that the introduction of Computational Thinking to students requires the choice of the most suitable learning resources. Game-Based Learning was proven to be an effective teaching method. Therefore, we elected games as our learning resources. Nonetheless, we believe that the learning experience and motivation of students when playing games can be improved by choosing the most suitable game for each student. So, this paper focuses on the adaptation of Game-Based Learning to each student to develop Computational Thinking. We will argue that this adaptation can be done in a computer supported systematic way. To make that possible, on one hand, it will be necessary to classify games - an original ontology was used for that. On the other hand, it is crucial to establish the students' profile, having into consideration sociodemographic factors, personality, level of education, among others. Then, resorting to a similarity evaluation process it is feasible to choose the games that best fit the players, augmenting the effectiveness of the learning experience. We intend to start applying our approach - training Computational Thinking - to young students, since the first scholar years. However, we are also considering its application to adults starting programming studies.
Student profile, 330, Game Types, Ontology, Computing education, Game types, Student Profile, Adult learning, Adult Learning, 004, Computational Thinking, Computing Education, Computational thinking, Game-Based Learning, Game-based learning, ddc: ddc:004
Student profile, 330, Game Types, Ontology, Computing education, Game types, Student Profile, Adult learning, Adult Learning, 004, Computational Thinking, Computing Education, Computational thinking, Game-Based Learning, Game-based learning, ddc: ddc:004
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
| views | 201 | |
| downloads | 46 |

Views provided by UsageCounts
Downloads provided by UsageCounts