Abstract
This study aimed at integrating computational thinking board game with robots, so that learners put computational thinking process into practice when they completed the tasks on the board game by controlling the action of the robots. The participants were the sixth-grade students in Singapore. Two students divided into a team collaborated with each other and competed with the other team composed of two students. This study developed a table of the behavioral coding schema according to the observations of the students’ behaviors. From analyzing the overall learning behaviors of the students, this study evaluated and found the learning behavioral patterns of the students in the learning circumstances.
Original language | English |
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Pages (from-to) | 146-150 |
Number of pages | 5 |
Journal | Proceedings of International Conference on Computational Thinking Education |
Publication status | Published - 2020 |
Event | 4th International Conference on Computational Thinking Education, CTE 2020 - Hong Kong, Hong Kong Duration: 2020 Aug 19 → 2020 Aug 21 |
Keywords
- Behavior analysis
- Board game
- Collaborative learning
- Computational thinking
ASJC Scopus subject areas
- Education
- Computer Science Applications