Computational thinking development and assessment through tabletop escape games

The development and assessment of computational thinking (CT) is garnering a lot of attention and research since the last decade. However, the learning of CT is perceived as a time-consuming and frustrating experience by many K-12 and university students. Hence, educators are coming up with various...

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Main Authors: Divya Menon, Thierry Viéville, Margarida Romero
Format: Article
Language:English
Published: Serious Games Society 2019-11-01
Series:International Journal of Serious Games
Subjects:
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/319
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spelling doaj-38dde3ada49144abb7091a17f1962ce32020-11-25T01:42:37ZengSerious Games SocietyInternational Journal of Serious Games2384-87662019-11-016410.17083/ijsg.v6i4.319Computational thinking development and assessment through tabletop escape gamesDivya Menon0Thierry Viéville1Margarida RomeroINRIA, Mission de Médiation Scientifique; Laboratoire d’Innovation et Numérique pour l’Education, Université Côte d’AzurINRIA, Mission de Médiation Scientifique The development and assessment of computational thinking (CT) is garnering a lot of attention and research since the last decade. However, the learning of CT is perceived as a time-consuming and frustrating experience by many K-12 and university students. Hence, educators are coming up with various methodologies to make CT both accessible and engaging for learners, thus leading to a spurt in various game-based learning (GBL) approaches in this field, ranging from board games to educational robotic games. This paper strives to evaluate existing escape games aiming to develop CT based on their systematic analysis according to the CT competency components. The authors conducted an analytical review of three tabletop escape games in CT to identify CT components and subcomponents developed through these games. The use of tabletop escape games from a pedagogical perspective to develop CT among learners is discussed based on the results of the analysis to identify their current limits. This also covers the design aspects to be considered for the development of a CT-based educational escape game to support and evaluate this competency and its components. http://journal.seriousgamessociety.org/index.php/IJSG/article/view/319Game-based learning, escape games, board games, tabletop games, computational thinking, competency assessment
collection DOAJ
language English
format Article
sources DOAJ
author Divya Menon
Thierry Viéville
Margarida Romero
spellingShingle Divya Menon
Thierry Viéville
Margarida Romero
Computational thinking development and assessment through tabletop escape games
International Journal of Serious Games
Game-based learning, escape games, board games, tabletop games, computational thinking, competency assessment
author_facet Divya Menon
Thierry Viéville
Margarida Romero
author_sort Divya Menon
title Computational thinking development and assessment through tabletop escape games
title_short Computational thinking development and assessment through tabletop escape games
title_full Computational thinking development and assessment through tabletop escape games
title_fullStr Computational thinking development and assessment through tabletop escape games
title_full_unstemmed Computational thinking development and assessment through tabletop escape games
title_sort computational thinking development and assessment through tabletop escape games
publisher Serious Games Society
series International Journal of Serious Games
issn 2384-8766
publishDate 2019-11-01
description The development and assessment of computational thinking (CT) is garnering a lot of attention and research since the last decade. However, the learning of CT is perceived as a time-consuming and frustrating experience by many K-12 and university students. Hence, educators are coming up with various methodologies to make CT both accessible and engaging for learners, thus leading to a spurt in various game-based learning (GBL) approaches in this field, ranging from board games to educational robotic games. This paper strives to evaluate existing escape games aiming to develop CT based on their systematic analysis according to the CT competency components. The authors conducted an analytical review of three tabletop escape games in CT to identify CT components and subcomponents developed through these games. The use of tabletop escape games from a pedagogical perspective to develop CT among learners is discussed based on the results of the analysis to identify their current limits. This also covers the design aspects to be considered for the development of a CT-based educational escape game to support and evaluate this competency and its components.
topic Game-based learning, escape games, board games, tabletop games, computational thinking, competency assessment
url http://journal.seriousgamessociety.org/index.php/IJSG/article/view/319
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