Game-based Learning: Students’ critical thinking performance while playing “Callisto summit”

Kung Hou Lin, Tsung Yen Chuang, Ju Ling Shih

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This study investigates students’ gaming decisions while playing the robotic game “Callisto Summit” and analyzes their critical thinking performance based on the gaming decisions. “Callisto Summit” is designed for the players to use block codinge to move the robots on a large game map to negotiate and solve inter-group conflicts and issues, such as city development, environmental pollution, and population. Forty-eight American students aged 8-12 participated in the game-based learning activity. In this study, qualitative research methods are used to document and observe how players made gaming decisions, then further analyze their behaviors to understand their critical thinking performance.

Original languageEnglish
Title of host publicationICCE 2019 - 27th International Conference on Computers in Education, Proceedings
EditorsMaiga Chang, Hyo-Jeong So, Lung-Hsiang Wong, Ju-Ling Shih, Fu-Yun Yu, Michelle P. Banawan, Ben Chang, Weiqin Chen, Andrei D. Coronel, Swapna Gottipati, H. Ulrich Hoppe, Morris S.Y. Jong, Calvin Liao, Jon Mason, Fan Ouyang, Patcharin Panjaburee, Ma. Mercedes T. Rodrigo, Yanjie Song, Niwat Srisawasdi, Ahmed Tlili, Chengjiu Yin
PublisherAsia-Pacific Society for Computers in Education
Pages777-780
Number of pages4
ISBN (Electronic)9789869721448
StatePublished - 19 Nov 2019
Event27th International Conference on Computers in Education, ICCE 2019 - Kenting, Taiwan
Duration: 2 Dec 20196 Dec 2019

Publication series

NameICCE 2019 - 27th International Conference on Computers in Education, Proceedings
Volume2

Conference

Conference27th International Conference on Computers in Education, ICCE 2019
Country/TerritoryTaiwan
CityKenting
Period2/12/196/12/19

Keywords

  • Critical thinking
  • Decision making
  • Game-based learning
  • Robotic game

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