Abstract
A study has been implemented by observation to analyze students’ computational thinking performance when playing a scenario-based robotic learning game <Callisto Summit> with programming tasks. In <Callisto Summit>, players use block coding to mobilize robots on a large game map to complete respective tasks while solving conflicts. Issues such as city development, environmental protection, and population migration are discussed. This study aims to investigate the performance of computational thinking of 48 young learners in the age of 8 to 12 years old, working in groups to solve problems. Through observations and videotapes, students’ capabilities of computational thinking skills and scenario-based learning elements were identified. Findings showed that most of the groups successfully achieved the tasks and those competences are also enhanced.
Original language | English |
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Pages (from-to) | 99-100 |
Number of pages | 2 |
Journal | Proceedings of International Conference on Computational Thinking Education |
State | Published - 2020 |
Event | 4th International Conference on Computational Thinking Education, CTE 2020 - Hong Kong, Hong Kong Duration: 19 Aug 2020 → 21 Aug 2020 |
Keywords
- Callisto Summit
- Computational thinking
- Robotic game
- Scenario-based learning