Computational Thinking Education 2019
DOI: 10.1007/978-981-13-6528-7_10
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Teaching Computational Thinking Using Mathematics Gamification in Computer Science Game Tournaments

Abstract: One of the key foundations in computer science is abstract algebra. Ideas of abstract algebra can be introduced to students at middle or pre-college schools to cultivate their capacity for logical thinking and problem-solving skills as well as gaining mathematical competency required in computer science. In this book chapter, we introduce ideas of mathematics gamification and a mobile app game, Algebra Game, richly rooted in abstract algebra and first proposed by the mathematician Tao (Gamifying algebra, 2012a… Show more

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Cited by 12 publications
(12 citation statements)
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“…This article has found motivation and gamified feedback to be strong predictors of laboratory performance. This finding supports previous research that finds that technological platforms can provide scaffolding for CT skill acquisition in gamified settings [45]. This study has shown how various motivational aspects may influence student performance and behavior in gamified settings.…”
Section: B Computational Notebooks Motivational Aspects and Gamificationsupporting
confidence: 91%
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“…This article has found motivation and gamified feedback to be strong predictors of laboratory performance. This finding supports previous research that finds that technological platforms can provide scaffolding for CT skill acquisition in gamified settings [45]. This study has shown how various motivational aspects may influence student performance and behavior in gamified settings.…”
Section: B Computational Notebooks Motivational Aspects and Gamificationsupporting
confidence: 91%
“…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%
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“…It was noticed that in the literature some studies, point game Repenning et al (2015), Tan et al (2019), as good technology to develop the formulation problem, which was not observed in our study. It is worth mentioning that in our study, we did not evaluate the tools, but rather the course coordinators' perception of the tools.…”
Section: Discussion About Research Questionscontrasting
confidence: 54%
“…Explored games should be adjusted appropriately since they usually do not provide cognitive psychologists with sufficient quantitative data about the participant's performance and progression on one hand. On the other hand, the used game elements and storylines may not align with participants' preferences [103,105,106]. Moreover, they may impose an additional cognitive load.…”
Section: Phase 3: Exploring Existing Tools For Assessing or Training The Targeted Cognitive Context And Determining The Suitability Of Gamentioning
confidence: 99%