Proceedings of the 51st ACM Technical Symposium on Computer Science Education 2020
DOI: 10.1145/3328778.3366917
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Introducing Coding through Tabletop Board Games and Their Digital Instantiations across Elementary Classrooms and School Libraries

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Cited by 11 publications
(4 citation statements)
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“…Game- based learning may involve the design of a serious or simulation game to integrate learning objectives into game mechanics or the implementation of an existing game to explore and reflect on targeted concepts (Hung 2017). Games help promote learning of complex phenomena, including computational thinking (Lee et al 2020), climate change (Castronova and Knowles 2015), and second-language learning (Poole et al 2019). Modified Monopoly games are used to enhance engagement and connect individual experience with sociological abstractness (Fisher 2008).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Game- based learning may involve the design of a serious or simulation game to integrate learning objectives into game mechanics or the implementation of an existing game to explore and reflect on targeted concepts (Hung 2017). Games help promote learning of complex phenomena, including computational thinking (Lee et al 2020), climate change (Castronova and Knowles 2015), and second-language learning (Poole et al 2019). Modified Monopoly games are used to enhance engagement and connect individual experience with sociological abstractness (Fisher 2008).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Wing (2006) emphasized that CT was about how humans thing rather than how computers think. Some researchers have even shown that CT does not even require computers (Berland & Lee, 2011;Lee et al, 2020;Lee & Recker, 2018), teaching CT through board games, circuits, and "unplugged" activities (Lee & Vincent, 2019). While CT has long been a part of STEM professionals' repertoire of professional skills, it has not been explicitly and systematically integrated into formative education.…”
Section: Introductionmentioning
confidence: 99%
“…A commercial game could orient learners toward some disciplinary ideas, and then subsequent learning activities outside of the game could help develop and refine those ideas. That is an approach colleagues and I have pursued with elementary computer science (Lee et al 2020). Another case to consider are commercial games that are effectively digital sandboxes.…”
Section: Introductionmentioning
confidence: 99%