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 & 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
—