2019
DOI: 10.1007/978-3-030-21562-0_28
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Learning Computational Thinking Through Gamification and Collaborative Learning

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Cited by 11 publications
(11 citation statements)
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References 7 publications
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“…We believe that the use of computational notebook environments such as Graasp, integrated with other applications, especially those introducing gamification, can open doors to other interesting avenues of research. The results presented in this article have already demonstrated the benefits of such a gamification approach, aligning with previous studies [44], [45] showing that the technological environment itself can successfully encourage feedback to drive CT skills learning in gamified settings. These results demonstrate that learning activity designers can encourage certain desired behaviors and, at the same time, discourage certain undesirable ones by using a well-designed gamification mechanism.…”
Section: B Computational Notebooks Motivational Aspects and Gamificationsupporting
confidence: 89%
See 1 more Smart Citation
“…We believe that the use of computational notebook environments such as Graasp, integrated with other applications, especially those introducing gamification, can open doors to other interesting avenues of research. The results presented in this article have already demonstrated the benefits of such a gamification approach, aligning with previous studies [44], [45] showing that the technological environment itself can successfully encourage feedback to drive CT skills learning in gamified settings. These results demonstrate that learning activity designers can encourage certain desired behaviors and, at the same time, discourage certain undesirable ones by using a well-designed gamification mechanism.…”
Section: B Computational Notebooks Motivational Aspects and Gamificationsupporting
confidence: 89%
“…Providing feedback for learning activities has long been identified as an important component allowing students to identify gaps and to assess their learning progress [43]. Some experiments [44] have shown that gamified environments where the digital environment itself produces the scaffolds are necessary so that students' acquisition of CT skills can be implemented. In another study, where a mobile app game was used to promote CT [45], the authors found that, generally, the average time that students spent on a level in the game increased with the level of progression.…”
Section: Gamificationmentioning
confidence: 99%
“…Failure to adapt to diverse learning styles leads to unsuccessful traditional learning programming methodology, followed by a lack of motivation with the traditional teachercentered pedagogy approach. In contrast, the notion of constructivism assumes that student activities and social interactions amongst peers (e.g., virtual pair programming [33], [34] and discussion forums [35]) have the same effect on learning and knowledge.…”
Section: A Literature Reviewmentioning
confidence: 99%
“…Participation in a pair of microworld projects created a higher sense of accomplishment and confidence in assignments among learners [34], including the discussion on how to solve tasks with others or utilize interactions, assist students in solving complex programming problems and develop programming skills [35]. Therefore, pair programming and discussion forums were used to increase student enjoyment (comfort, insights, interest), motivation, and confidence and improve learning performance [33], [34].…”
Section: B Rq2: Did the Seven Object-oriented Learning Programming En...mentioning
confidence: 99%
“…Isso fez com que diversos países incentivassem o ensino de Computação na EB, bem como, estabelecessem currículos específicos para tal (Fletcher & Lu 2009;Barr & Stephenson 2011;Hubwieser et al 2014). Assim, diversas ações têm sido feitas ao redor do mundo para efetivar o ensino de Computação na EB (Román-González, Moreno-León, & Robles, 2019;Lee, Cheung, Ho, Yiu, & Wu, 2019;Leonard, Daily, Jörg, & Babu, 2020). No Brasil, de modo especial nos últimos 15 anos, algumas ações (por vezes tímidas), também têm sido feitas no intuito de seguir o modelo já conceituado de outros países (Silva Neto, Santos, & Santos, 2015;Oliveira, Bittencourt, & Trindade, 2019;Santana & Oliveira, 2019), inclusive, mais recentemente com propostas de currículo com abordagem sequencial, que orienta habilidades da Computação para serem trabalhadas da Educação Infantil ao Ensino Médio (CIEB 2019;SBC 2019).…”
Section: Introductionunclassified