Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation

编码(社会科学) 计算思维 机器人学 课程 计算机科学 人工智能 游戏设计 教育机器人学 人机交互 可用性 背景(考古学) 博弈机制 数学教育 多媒体 心理学 数学 机器人 教育学 统计 古生物学 生物
作者
Leonardo Madariaga,Carolina Allendes,Miguél Nussbaum,Gustavo Hawes Barrios,Nicolás Acevedo
出处
期刊:Computers & education [Elsevier BV]
卷期号:193: 104664-104664 被引量:28
标识
DOI:10.1016/j.compedu.2022.104664
摘要

As we begin to identify essential skills for the future, there has been an increased focus on how to define and implement computational thinking within education. However, the question of how to engage children with coding activities within the context and limitations of the curriculum remains relatively explored. In our study, a human-centered design approach was followed to guide a small group of children through the co-design, implementation and evaluation of a board game. The board game had two versions: an offline version involving a robotic agent and an online version with its digital equivalent. A mixed-method approach was used to understand and compare levels of engagement, usability, and collaboration in both versions of the game. The tangible aspect of working with a robotic agent in the offline version led to greater levels of motivation and involvement with the game mechanics. Tangible robotics games tend to be more approachable for children. Our study shows that using such games by connecting the mathematics curriculum with coding problems can successfully engage participants in collaborative computational thinking activities. We contribute to the field by providing human-centered guidance for the creation of educational tools to develop computational thinking. Such guidance is not only applicable in technologically rich environments; it can also be applied in educational communities with limited access to technology. • A board game with an online and offline version was co-designed with children. • A gamified robotic agent was used to encourage problem-solving during coding activities. • Increased levels of motivation were observed in the offline version of the game when it came to coding and moving the robotic agent. • Equal levels of engagement and perception of game mechanics were observed in both versions of the game.

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