Computer games as a tool for development of algorithmic thinking
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15410%2F18%3A73593142" target="_blank" >RIV/61989592:15410/18:73593142 - isvavai.cz</a>
Result on the web
<a href="https://dx.doi.org/10.15405/epsbs.2019.01.30" target="_blank" >https://dx.doi.org/10.15405/epsbs.2019.01.30</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.15405/epsbs.2019.01.30" target="_blank" >10.15405/epsbs.2019.01.30</a>
Alternative languages
Result language
angličtina
Original language name
Computer games as a tool for development of algorithmic thinking
Original language description
The purpose of the study is to identify whether a playing computer games that have their own rules and winning strategy develop algorithmic thinking of players. We have searched for answers to questions whether a computer game user can express game rules as an algorithm, whether playing didactic computer games can develop the algorithmic thinking of a player, or whether computer games and their playing is motivational enough for students to learn programming so they could create their own computer games. We were also interested in whether students can use their knowledge from playing computer games in creating their own. We were concerned about their implementation of increasing difficulty, evaluating player’s performance or archiving results for example. We were also interested in whether they dealt with possibility to pause the game, resuming its state and continuing playing the game, option to change the number of players or whether the application contains playing or even winning strategy etc. Experiment was carried out among students of selected teacher training faculties in Slovakia. We examined whether students in solving game situations using algorithms to developing a winning strategy. Based on results of the study we have implemented project-based and problem-based education into programming classes for future teachers of computer science with goal set to gamification of education, so teaching programming would be fun and learning could become a game. Student’s projects will be oriented to creating didactic game in case of which not only game rules and evaluating the player’s performance, but also even winning strategy can be expressed by an algorithm. So, we teach programming parallel with creating steps sequence of problem solution – by algorithmizing the solution.
Czech name
—
Czech description
—
Classification
Type
D - Article in proceedings
CEP classification
—
OECD FORD branch
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Result continuities
Project
—
Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2018
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
The European Proceedings of Social & Behavioural Sciences EpSBS
ISBN
—
ISSN
2357-1330
e-ISSN
2357-1330
Number of pages
12
Pages from-to
320-331
Publisher name
Future Academy
Place of publication
London
Event location
Athens
Event date
Oct 2, 2018
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
—