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Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners

机译:基于游戏的脚手架的行政功能,提高神经二维地区学习者的高效持久性和计算思维

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Computational Thinking (CT) and learning games both may have unique potential to engage a broad range of learners, including those with cog-nitively diverse needs. Many STEM interventions typically do not leverage the cognitive assets of learners [1] nor do these initiatives prioritize effective differentiated instruction and learning [2, 3]. The INFACT, Include Neurodiversity in Foundational and Applied Computational Thinking, project addresses this problem by leveraging two games, NumberFactory and Zoombinis, to build foundational CT practices in elementary and middle school learners. In this paper, we describe work in progress to design adaptive digital scaffolds that support a wide variety of learners' Executive Function (EF) often associated with neurodiverse needs. Providing adaptive game environments through these embedded EF scaffolds may play a critical role in the ability of all learners to productively persist in the context of mathematical problem-solving and computational thinking.
机译:计算思维(CT)和学习游戏既可能有独特的潜力,以实现广泛的学习者,包括患有COG-NITIME各种需求的学习者。许多干预措施通常不会利用学习者的认知资产[1],也不是这些举措,优先考虑有效的差异化指令和学习[2,3]。 Infact,包括基础和应用计算思想中的神经化,项目通过利用两个游戏,ModeFactory和Zoombinis来解决小学和中学学习者的基础CT实践来解决这个问题。在本文中,我们描述了设计适应性数字脚手架的工作,这些脚手架支持各种学习者的执行功能(EF)通常与神经潜水员需求相关。通过这些嵌入式EF脚手架提供自适应游戏环境可能在所有学习者在数学问题解决和计算思维的背景下持续存在的能力中发挥着关键作用。

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