Boardgames and Computational Thinking: How to identify games with potential to support CT in the classroom

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Abstrakt

Boardgames exist that explicitly address Computational Thinking (CT for short) concepts and practices. Some are actual games, while others are more akin to gamified learning activities. And since CT has been formalized only recently, many existing boardgames unknowingly might support aspects of CT. To help educators and game practitioners navigate this complex landscape, we analyze a selected sample of analog games, and propose to categorize their features with respect to CT concepts and practices. The main contribution of this paper is a novel way to identify potential CT-relevant games, that leverages on the authors' experience with digital and analog games, playful and game-based learning. Although limited, this approach appears promising and practical for CT teachers and game designers interested in adapting existing games to the classroom or developing better CT-supporting boardgames.

OriginalsprogEngelsk
TitelProceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020
RedaktørerGeorgios N. Yannakakis, Antonios Liapis, Kyburz Penny, Vanessa Volz, Foaad Khosmood, Phil Lopes
Antal sider8
ForlagAssociation for Computing Machinery
Publikationsdato15. sep. 2020
Artikelnummer114
ISBN (Elektronisk)9781450388078
DOI
StatusUdgivet - 15. sep. 2020
Begivenhed15th International Conference on the Foundations of Digital Games, FDG 2020 - Bugibba, Malta
Varighed: 15. sep. 202018. sep. 2020

Konference

Konference15th International Conference on the Foundations of Digital Games, FDG 2020
Land/OmrådeMalta
ByBugibba
Periode15/09/202018/09/2020
SponsorMicrosoft, Zynga

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