ugame-icompute funded by the national science foundation’s innovative technology experiences for...
TRANSCRIPT
Gaming to LearnComputational Thinking
Jacqueline Leonard, Ph.D.Ruben Gamboa, Ph.D.Joy B. Johnson, Ph.D.
Background
uGame-iCompute• Funded by the National Science Foundation’s
Innovative Technology Experiences for Students and Teachers (ITEST) from 2013-2016
• Combines game design and culture to improve middle school students’ computational thinking (CT)
• Implemented in Rocky Mountain West
Project Goals
• To develop implement and study four components of an iterative intervention– Enhancing Students’ Attitudes toward STEM– Enhancing Students’ Computational Thinking– Professional Development for Teachers– Culturally Responsive Pedagogy
Rationale • Need for mathematicians and computer
scientists will grow by 22% and 24%, respectively
• Engineering growing faster than other professions
• Limited information about engineering and what the field entails
• Gaming and game design is a pathway to STEM careers
Messaging in the media…
Definition of CT
• According to the International Society for Technology in Education (ISTE), CT is a problem solving process that involves:– formulating problems– logical organization of data– representation of data through abstractions– Identifying and automating solutions through algorithmic
thinking– analyzing and implementing possible solutions– generalizing and transferring the problem solving process
The Research Study
• Pilot study on combined gaming/robotics conducted from 8-12 weeks
• Total of 133 students (35 females and 98 males; 35 underrepresented students) from seven schools in Wyoming
• AgentSheets (Scalable Game Design) used to learn programming and computational thinking
Theoretical Framework
• Saxe Model– Goals for learning
structured by common cultural practices
– Cognitive forms and functions created and used to reach goals
– Interplay across learning in different contexts
• Edelson (Learning for Use (LfU)) Model– Knowledge is
incremental– Learning is directed– Knowledge is situated– Procedural knowledge
supports conceptual knowlegde
Review of Literature
Computational Thinking• CT is a cognitive skill that all students can use
across disciplines in multiple contexts (Yadav et al., 2011)
• Digital game playing linked to development of CT (Barr et al., 2011; Repenning et al., 2010)
• Gaming linked to success in problem solving and social practices that support strategic thinking and data handling (Chang et al, 2012; Li, 2010)
Research Questions
1. How did student participants’ self-efficacy and STEM attitudes, and 21st Century Skills change as a result of the pilot study?
2. What computational thinking strategies did student participants demonstrate during computer game design?
3. What elements of culture and/or place did student participants exhibit in their game design?
Research Methodology
Mixed Methods Design• Quantitative and qualitative methods used to
collect data during the pilot study• Data Sources– Self-Efficacy in Technology and Science instrument
(SETS, Ketelhut, 2010) – Student Attitudes toward STEM survey (Friday
Institute for Educational Innovation, 2012)– 21st Century Skills – Student artifacts
Data Analysis
• Descriptive statistics used to show trends in student efficacy, STEM attitudes, and 21st Century skills
• Threshold analysis used to determine growth trends on above skills
• Rubric used to measure CT• Games analyzed for elements of culture and
place
Results
Findings: Year 1 Pilot Study
• Student self-efficacy on video gaming and computer use increased
• Student self-efficacy on computer gaming decreased slightly
• STEM attitudes were fairly stable• Measures for 21st Century Skills decreased
slightly
Self-Efficacy Constructs
Pre-Score Std. Dev Post-Score Std. Dev.
Video gaming (n=61) 3.93 0.36 3.91 0.95
Computer Gaming (n=67) 3.82 0.76 3.74 0.90
Computer Use (n=68) 4.01 0.74 3.79* 0.94
Table 1: Comparison of Pre-Post Self-Efficacy
Self-Efficacy in Technology and Science
STEM Domain Pre-Score Std. Dev Post-Score Std. Dev.
Mathematics (n=69) 3.76 0.83 3.66 0.91
Science (n=62) 3.20 0.70 3.25 0.74
Engineering/Technology
(n=67)3.74 0.79 3.70 0.90
21st Century Skills (n=64) 4.04 0.53 3.91 0.66
Table 2: Pre-Post Student Attitudes & 21st Century Skills
STEM Attitudes and 21st Century Skills
Evaluating CT
• Rubric developed using definition of CT using a 3-point scale: emerging (1), moderate (2), substantive (3)– Students who used AgentSheet tutorial scored
lower in 1.6-2.0 range– Students who learned to program using
Agentsheets scored higher at 3.0
Student Identifier
Problem Identification & Decomposition
Abstraction Logical Thinking
Algorithms Debugging & Connections
Average CT Rating
A 2 2 1 1 2 1.6
B 1 3 2 1 3 2.0
C 3 3 3 3 3 3.0
D 3 3 3 3 3 3.0
Focal Students’ Computational Thinking
Evidence of Place
Evidence of Culture
Discussion
UGIC Program• Short time frame may not have been enough
to create significant change in student efficacy, attitude and 21st century skills
• Students may have realized difficulty in programming language that influenced efficacy and attitudes
• Teachers need more professional development on AgentSheets tool
References CitedBarr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age. Learning & Leading with Technology, 20-23.Chang, K., Wu, L., Weng, S., & Sung, Y. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786. Edelson, D. C. (2001). Learning-for-Use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching, 38(3), 335–385.Li, Q. (2010). Digital game building: Learning in a participatory culture. Educational Reserch, 52(4), 427-443.Repenning, A., Webb, D., & Ioannidou, A. (2010). Scalable game design and the development of a checklist for getting computational thinking into public schools. Proceedings of the 41st ACM technical symposium on computer science education (pp. 265-269). Milwaukee, WI. Saxe, G. (1999). Cognition, development, and cultural practices. In E. Turiel (Ed.), Culture and development: New directions in child psychology (pp. 19–36). San Francisco, CA: Jossey-Bass.Yadav, A., Zhou, N., Mayfield, C., Hambrusch, S., & Korb, J. T. (2011, March). Introducing computational thinking in education courses. Proceedings of the 42nd ACM technical symposium on computer science education (pp. 465-470). Dallas, Texas.
ITEST RESEARCH TEAMPrincipal Investigator: Jacqueline Leonard [email protected]
Co-Principal Investigator: Ruben Gamboa [email protected] Manager, Joy B. Johnson [email protected]
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