TY - GEN
T1 - Towards the development of computational thinking in students through games
AU - Maraza Quispe, Benjamin
AU - Alejandro Oviedo, Olga Melina
AU - Choquehuanca Quispe, Walter
AU - Quispe Flores, Lita Marianela
AU - Caytuiro Silva, Nicolas Esleyder
AU - Choquehuayta Palomino, Simón Angel
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/10/28
Y1 - 2022/10/28
N2 - The research aims to analyze the impact of games on the development of computational thinking in students, specifically the digital card game called Moon (a card game where the computer of the Eagle lunar module is controlled during the first moon landing). The methodology applied is experimental where a series of learning sessions applying the virtual game Moon is applied to a sample of 25 students selected through a simple random sampling of a population of 100 students, we proceed to evaluate the students through a pre-Test and post-Test. The results show that the application of the virtual game Moon significantly influences the increase of Computational Thinking in students, which was demonstrated by applying the evaluation and observing how they overcame the different challenges proposed through the different difficulties of the virtual game Moon, this developed in the competence of "Design and build technological solutions to solve problems in their environment".
AB - The research aims to analyze the impact of games on the development of computational thinking in students, specifically the digital card game called Moon (a card game where the computer of the Eagle lunar module is controlled during the first moon landing). The methodology applied is experimental where a series of learning sessions applying the virtual game Moon is applied to a sample of 25 students selected through a simple random sampling of a population of 100 students, we proceed to evaluate the students through a pre-Test and post-Test. The results show that the application of the virtual game Moon significantly influences the increase of Computational Thinking in students, which was demonstrated by applying the evaluation and observing how they overcame the different challenges proposed through the different difficulties of the virtual game Moon, this developed in the competence of "Design and build technological solutions to solve problems in their environment".
KW - Video
KW - behavior
KW - computational
KW - game
KW - thinking
UR - http://www.scopus.com/inward/record.url?scp=85148599157&partnerID=8YFLogxK
U2 - 10.1145/3572549.3572552
DO - 10.1145/3572549.3572552
M3 - Conference contribution
AN - SCOPUS:85148599157
T3 - ACM International Conference Proceeding Series
SP - 12
EP - 18
BT - Proceedings of 2022 14th International Conference on Education Technology and Computers, ICETC 2022
PB - Association for Computing Machinery
T2 - 14th International Conference on Education Technology and Computers, ICETC 2022
Y2 - 28 October 2022 through 30 October 2022
ER -