مشخصات مقاله | |
ترجمه عنوان مقاله | یک بازی رایانه ای آموزشی سازگار: تأثیر بر دانش و نگرش یادگیری دانش آموزان در تفکر محاسباتی |
عنوان انگلیسی مقاله | An adaptive educational computer game: Effects on students’ knowledge and learning attitude in computational thinking |
انتشار | مقاله سال 2021 |
تعداد صفحات مقاله انگلیسی | 13 صفحه |
هزینه | دانلود مقاله انگلیسی رایگان میباشد. |
پایگاه داده | نشریه الزویر |
نوع نگارش مقاله |
مقاله پژوهشی (Research Article) |
مقاله بیس | این مقاله بیس میباشد |
نمایه (index) | Scopus – Master Journals List – JCR |
نوع مقاله | ISI |
فرمت مقاله انگلیسی | |
ایمپکت فاکتور(IF) |
5.003 در سال 2020 |
شاخص H_index | 155 در سال 2021 |
شاخص SJR | 2.173 در سال 2020 |
شناسه ISSN | 0747-5632 |
شاخص Quartile (چارک) | Q1 در سال 2020 |
مدل مفهومی | دارد |
پرسشنامه | ندارد |
متغیر | دارد |
رفرنس | دارد |
رشته های مرتبط | علوم تربیتی، کامپیوتر |
گرایش های مرتبط | تکنولوژی آموزشی، مدیریت و برنامه ریزی آموزشی، بازی رایانه ای |
نوع ارائه مقاله |
ژورنال |
مجله | کامپیوتر ها در رفتار انسان – Computers in Human Behavior |
دانشگاه | The University of Hong Kong, Hong Kong |
کلمات کلیدی | بازی رایانه ای تطبیقی، دانش و مهارت تفکر محاسباتی، یادگیری تطبیقی، بازی تطبیقی |
کلمات کلیدی انگلیسی | Adaptive educational computer game, Computational thinking knowledge and skills, Adaptive learning, Adaptive game-play |
شناسه دیجیتال – doi |
https://doi.org/10.1016/j.chb.2020.106575 |
کد محصول | E15307 |
وضعیت ترجمه مقاله | ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید. |
دانلود رایگان مقاله | دانلود رایگان مقاله انگلیسی |
سفارش ترجمه این مقاله | سفارش ترجمه این مقاله |
فهرست مطالب مقاله: |
Highlights Abstract Keywords 1. Introduction 2. Related research 3. AutoThinking 4. Research design 5. Results 6. Discussion and conclusions CRediT authorship contribution statement Acknowledgements Appendix A. Supplementary data Research Data References |
بخشی از متن مقاله: |
Abstract
Several studies have reported that adaptivity and personalization in educational computer games facilitate reaching their full educational potential. However, there is little effort to develop adaptive educational computer games for promoting students’ computational thinking (CT). In this study, an adaptive computer game is introduced, called AutoThinking, that not only promotes both CT skills and conceptual knowledge, but also provides adaptivity in both game-play and learning processes. To evaluate the possible effects of the game, an experimental study was carried out with 79 students in an elementary school in Estonia. AutoThinking and a conventional technology-enhanced learning approach were used for teaching CT to the experimental and control group, respectively. Our results reveal that AutoThinking improved students’ CT skills and conceptual knowledge better than the conventional approach. It was also found that students with a low and high level of prior knowledge made higher improvement in knowledge gain using the adaptive game compared to the traditional approach, especially those students with lower prior knowledge. Finally, our findings show that the adaptive game could also improve students’ learning attitude toward CT better than the conventional approach, especially those students with higher prior learning attitudes. 1. Introduction One of the main skills that future generations must develop is Computational Thinking (CT). CT, a cutting-edge term defined by Wing (2006), is regarded as a cognitive ability that enables people to develop computational solutions for a current problem by applying computer sciences’ reasoning processes. Application of CT has gone even beyond STEM (science, technology, engineering, and mathematics) domains, and according to several research, CT plays crucial roles in other disciplines as well, for example, medicine, digital humanities, computational finance, archaeology, economics, and so forth (National Research Council, 2010; Selby & Woollard, 2013; Wing, 2014). Multiple studies have reported that CT’s integration into curricula would benefit both cognitive and non-cognitive aspects of learning (e.g., Brown, Sentance, Crick, & Humphreys, 2014, pp. 1–22; Haddad & Kalaani, 2015; Malva, Hooshyar, Yang, & Pedaste, 2020; Repenning et al., 2015, p. 11; Roman-Gonz ´ alez, ´ P´erez-Gonz´ alez, & Jim´enez-Fernandez, ´ 2017). Therefore, several countries all over the world have made reformation of educational programs on different educational levels in order to integrate CT into their official curricula (e.g., Brown et al., 2014, pp. 1–22; Carlborg, Tyren, Heath, & Eriksson, 2019; DR, 2018; Perkovi´c, Settle, Hwang, & Jones, 2010; Wing, 2011) |