Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/79076

TítuloImproving game-based learning experience through game appropriation
Autor(es)Teixeira, Salete
Barbosa, Diana
Araújo, Cristiana
Henriques, Pedro Rangel
Palavras-chaveAdult learning
Computational thinking
Computing education
Game types
Game-based learning
Ontology
Student profile
Data2020
EditoraSchloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH
RevistaOpenAccess Series in Informatics
CitaçãoTeixeira, S., Barbosa, D., Araújo, C., & Henriques, P. R. (2020). Improving Game-Based Learning Experience Through Game Appropriation. Schloss Dagstuhl - Leibniz-zentrum Für Informatik. http://doi.org/10.4230/OASICS.ICPEC.2020.27
Resumo(s)Computational Thinking is an essential concept in this technological age. Several countries have included this subject as part of their educational program, and many others intend to do it. However, this is not a regular subject like maths or history; it needs more training (to increase the capabilities/skills) than studying and memorizing concepts. So it comes clear that the introduction of Computational Thinking to students requires the choice of the most suitable learning resources. Game-Based Learning was proven to be an effective teaching method. Therefore, we elected games as our learning resources. Nonetheless, we believe that the learning experience and motivation of students when playing games can be improved by choosing the most suitable game for each student. So, this paper focuses on the adaptation of Game-Based Learning to each student to develop Computational Thinking. We will argue that this adaptation can be done in a computer supported systematic way. To make that possible, on one hand, it will be necessary to classify games- A n original ontology was used for that. On the other hand, it is crucial to establish the students' profile, having into consideration sociodemographic factors, personality, level of education, among others. Then, resorting to a similarity evaluation process it is feasible to choose the games that best fit the players, augmenting the effectiveness of the learning experience. We intend to start applying our approach-training Computational Thinking-to young students, since the first scholar years. However, we are also considering its application to adults starting programming studies. 2012 ACM Subject Classification Applied computing ! Education.
TipoArtigo em ata de conferência
URIhttps://hdl.handle.net/1822/79076
ISBN9783959771535
DOI10.4230/OASIcs.ICPEC.2020.27
ISSN2190-6807
Versão da editorahttps://drops.dagstuhl.de/opus/volltexte/2020/12314/
Arbitragem científicayes
AcessoAcesso aberto
Aparece nas coleções:CAlg - Artigos em livros de atas/Papers in proceedings

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