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From lived experiences to game creation: How scaffolding supports elementary school students learning computer science principles in an after school setting.

机译:从生活经验到游戏创作:脚手架如何在放学后的环境中支持小学生学习计算机科学原理。

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摘要

The world, and especially our own country, is in dire need of a larger and more diverse population of computer scientists. While many organizations have approached this problem of too few computer scientists in various ways, a promising, and I believe necessary, path is to expose elementary students to authentic practices of the discipline. Through a design research study I worked toward developing an effective method to engage elementary students (grades 3-5) in computer science (CS) through video game creation at an after school program called El Pueblo Magico. To carry out this goal I implemented, and refined, two scaffolding tools over two iterations of the study to help students design and create their own games. These scaffolding tools were meant to support students in organizing and refining their own game ideas, while also assisting them in accessing the CS principles of design and algorithms. The students were to then use their designs to create their games using an agent-based programming environment. In the first iteration of the study I asked students to design their games using a pencil-and-paper planning document and then create the games using the AgentSheets programming environment. I found that the pencil-and-paper version of the scaffolding tool was too open for students and they never finished their designs or accessed information that would have helped them make their games. As a result, the students in the first study needed considerable help creating their games from me. In the second iteration of the study I asked students to use a new web-based scaffolding tool that I developed, called AgentDesign, to do design and then create their games using AgentCubes Online. The AgentDesign planning tool was successful in guiding most of the students through the process of design, and these students not only completed the design process but also accessed much of the information that would help them to make their games. However, these students also did not completely create their games, despite completing the design process and having most of the information they would need at their fingertips.
机译:全世界,尤其是我们自己的国家,迫切需要数量更大,种类更多的计算机科学家。尽管许多组织以各种方式解决了计算机科学家人数过少的问题,但有希望且我认为必要的途径是使基础学生接触该学科的真实实践。通过一项设计研究,我致力于开发一种有效的方法,通过在课后计划El Pueblo Magico上进行视频游戏创作,吸引小学生(3-5年级)学习计算机科学(CS)。为了实现这一目标,我在研究的两次迭代中实施并完善了两个脚手架工具,以帮助学生设计和创建自己的游戏。这些脚手架工具旨在支持学生组织和完善自己的游戏构想,同时还帮助他们访问设计和算法的CS原理。然后,学生将使用他们的设计来通过基于代理的编程环境来创建游戏。在研究的第一个迭代中,我要求学生使用铅笔和纸质的计划文档设计游戏,然后使用AgentSheets编程环境创建游戏。我发现铅笔和纸质的脚手架版本对学生来说太开放了,他们从来没有完成设计或访问过有助于他们制作游戏的信息。结果,第一次学习的学生需要很大的帮助才能从我那里创建游戏。在研究的第二次迭代中,我要求学生使用我开发的新的基于Web的脚手架工具AgentDesign进行设计,然后使用AgentCubes Online创建游戏。 AgentDesign计划工具成功地指导了大多数学生进行设计过程,这些学生不仅完成了设计过程,而且还访问了许多有助于他们进行游戏的信息。但是,尽管完成了设计过程并掌握了所需的大多数信息,但这些学生也并未完全创建游戏。

著录项

  • 作者

    Her Many Horses, Ian.;

  • 作者单位

    University of Colorado at Boulder.;

  • 授予单位 University of Colorado at Boulder.;
  • 学科 Computer science.;Elementary education.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 165 p.
  • 总页数 165
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:42:23

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