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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 &amp; 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