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Computational Thinking Through Game Creation in STEM Classrooms

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Artificial Intelligence in Education (AIED 2018)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10948))

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Abstract

Our research uses game creation and play to explore methods for computational thinking assessment and practice in mathematics classrooms. We present the first iteration of this research that aims to evaluate the feasibility of using game creation with high school students. Students designed math-related games, modified the game to incorporate technology, then visually depicted the technological behavior in a finite state machine diagram (FSMD). We found that students were able to create math-related games, meet the constraints given for game creation, and design logical FSMDs. These findings preliminarily suggest that game creation can be used as a method for students to practice CT.

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References

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Acknowledgements

This material is based upon work supported by the National Science Foundation under grants #1647023 and #1652579. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

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Correspondence to Avery Harrison .

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Harrison, A., Hulse, T., Manzo, D., Micciolo, M., Ottmar, E., Arroyo, I. (2018). Computational Thinking Through Game Creation in STEM Classrooms. In: Penstein Rosé, C., et al. Artificial Intelligence in Education. AIED 2018. Lecture Notes in Computer Science(), vol 10948. Springer, Cham. https://doi.org/10.1007/978-3-319-93846-2_24

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  • DOI: https://doi.org/10.1007/978-3-319-93846-2_24

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-93845-5

  • Online ISBN: 978-3-319-93846-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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