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Labeling Implicit Computational Thinking in Pizza Pass Gameplay

Published: 20 April 2018 Publication History

Abstract

Players can build implicit understanding of challenging scientific concepts when playing digital science learning games [7]. In this study, we examine implicit computational thinking (CT) skills of 72 upper elementary and middle school students and 10 computer scientists playing a game called Pizza Pass. We report on the process of creating automated detectors to identify four CT skills from gameplay: problem decomposition, pattern recognition, algorithmic thinking, and abstraction. This paper reports on hand-labeled playback data obtaining acceptable inter-rater reliability and 100 gameplay features distilled from digital log data. In future work, we will mine these features to automatically identify the CT skills previously labeled by humans. These automated detectors of CT will be used to analyze gameplay data at scale and provide actionable feedback to teachers in real-time.

References

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Valerie Barr and Chris Stephenson. 2011. Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads 2, 1 (February 2011), 48--54.
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CSTA. 2017. CSTA K-12 Computer Science Standards. Retrieved from http://www.csteachers.org/?page=CSTA_Standards.
[3]
Google. 2016. CT Overview. Retrieved from https://edu.google.com/resources/programs/explor ing-computational-thinking/#!ct-overview.
[4]
Shuchi Grover and Roy Pea. 2013. Computational Thinking in K-12: A Review of the State of the Field. Educational Researcher 42, 1, 38--43.
[5]
Chris Hancock and Scot Osterweil. 1996. Zoombinis and the Art of Mathematical Play. Hands On! 19, 1 (Spring 1996), 1,17--19.
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Michael Polanyi. 1966. The Tacit Dimension. University of Chicago Press, Chicago, IL.
[7]
Elizabeth Rowe, Jodi Asbell-Clarke, Ryan Baker, Michael Eagle, Andrew Hicks, Tiffany Barnes, Rebecca Brown & Teon Edwards (2017). Assessing implicit science learning in digital games. Computers in Human Behavior, 76, 617--630.
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Elizabeth Rowe, Jodi Asbell-Clarke Kathryn Cunningham & Santiago Gasca (2017, October). Assessing implicit computational thinking in Zoombinis gameplay: Pizza Pass, Fleens, and Bubblewonder Abyss. Proccedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, Amsterdam.
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Michael Sao Pedro, Ryan Baker, Janice Gobert, Orlando Montalvo, & Adam Nakama (2013). Leveraging Machine-Learned Detectors of Systematic Inquiry Behavior to Estimate and Predict Transfer of Inquiry Skill. User Modeling and User-Adapted Interaction, 23 (1), 1--39.
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Valerie J. Shute, Iskandaria Masduki, Oktay Donmez, Vanessa P. Dennen, Yoon-Jeon Kim, Allan C. Jeong, and Chen-Yen Wang. 2010. Modeling, Assessing, and Supporting Key Competencies Within Game Environments. In Computer-Based Diagnostics and Systematic Analysis of Knowledge. D. Ifenthaler, P. Pirnay-Dummer, & N. M. Seel (Eds.). Springer US, Boston, MA, 281--309.
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Sternberg, R. J. (1996). Successful Intelligence: How Practical and Creative Intelligence Determine Success in Life.
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TERC. 2015. Zoombinis. Game {Android, iOS, MacOS, Windows, Web}. (7 August 2015). TERC, Cambridge, MA.
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Jeannette M. Wing. 2006. Computational thinking. Commun. ACM 49, 3 (March 2006), 33--35.

Cited By

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  • (2022)Tendencies towards Computational Thinking: A Content Analysis StudyParticipatory Educational Research10.17275/per.22.115.9.59:5(288-304)Online publication date: 1-Sep-2022
  • (2021)Computational Thinking Through an Empirical Lens: A Systematic Review of LiteratureJournal of Educational Computing Research10.1177/0735633121103315860:2(481-511)Online publication date: 27-Jul-2021
  • (2021)Assessing implicit computational thinking in Zoombinis puzzle gameplayComputers in Human Behavior10.1016/j.chb.2021.106707120:COnline publication date: 1-Jul-2021
  • Show More Cited By

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cover image ACM Conferences
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
April 2018
3155 pages
ISBN:9781450356213
DOI:10.1145/3170427
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 April 2018

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Author Tags

  1. computational thinking
  2. data mining
  3. implicit learning
  4. learning games

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CHI EA '18 Paper Acceptance Rate 1,208 of 3,955 submissions, 31%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2022)Tendencies towards Computational Thinking: A Content Analysis StudyParticipatory Educational Research10.17275/per.22.115.9.59:5(288-304)Online publication date: 1-Sep-2022
  • (2021)Computational Thinking Through an Empirical Lens: A Systematic Review of LiteratureJournal of Educational Computing Research10.1177/0735633121103315860:2(481-511)Online publication date: 27-Jul-2021
  • (2021)Assessing implicit computational thinking in Zoombinis puzzle gameplayComputers in Human Behavior10.1016/j.chb.2021.106707120:COnline publication date: 1-Jul-2021
  • (2019)HOPE for Computing EducationProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300729(1-13)Online publication date: 2-May-2019

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