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Computer games as a tool for development of algorithmic thinking

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Computer games as a tool for development of algorithmic thinking

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

    Computer games as a tool for development of algorithmic thinking

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2018

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název statě ve sborníku

    The European Proceedings of Social &amp; Behavioural Sciences EpSBS

  • ISBN

  • ISSN

    2357-1330

  • e-ISSN

    2357-1330

  • Počet stran výsledku

    12

  • Strana od-do

    320-331

  • Název nakladatele

    Future Academy

  • Místo vydání

    London

  • Místo konání akce

    Athens

  • Datum konání akce

    2. 10. 2018

  • Typ akce podle státní příslušnosti

    WRD - Celosvětová akce

  • Kód UT WoS článku