Programming as an aspect of computational literacy and computational thinking: the case of designing and modding digital games

Doctoral Dissertation uoadl:2929859 249 Read counter

Unit:
Faculty of Educational Studies
Library of the School of Philosophy
Deposit date:
2020-12-04
Year:
2020
Author:
Grizioti Marianthi
Dissertation committee:
Κυνηγός Χρόνης, Καθηγητής, Παιδαγωγικό Τμήμα Δευτεροβάθμιας Εκπαίδευσης, Φιλοσοφική Σχολή, ΕΚΠΑ
Σμυρναίου Ζαχαρούλα, Επίκουρη Καθηγήτρια, Παιδαγωγικό Τμήμα Δευτεροβάθμιας Εκπαίδευσης, Φιλοσοφική Σχολή, ΕΚΠΑ
Παπανικολάου Κυπαρισσία, Αναπληρώτρια Καθηγήτρια, Παιδαγωγικό Τμήμα, Ανώτατη Σχολή Παιδαγωγικής και Τεχνολογίας - ΑΣΠΑΙΤΕ)
Δασκολιά Μαρία, Αναπληρώτρια Καθηγήτρια,Παιδαγωγικό Τμήμα Δευτεροβάθμιας Εκπαίδευσης, Φιλοσοφική Σχολή, ΕΚΠΑ
Ψυχάρης Γιώργος, Επίκουρος Καθηγητής, Τμήμα Μαθηματικών, ΕΚΠΑ
Φεσάκης Γιώργος, Καθηγητής, Τμήμα Νηπιαγωγών, Πανεπιστήμιο Αιγαίου
Σγουροπούλου Κλειώ, Καθηγήτρια, Τμήμα Πληροφορικής, ΠΑΔΑ
Original Title:
Ο προγραμματισμός ως πτυχή του ψηφιακού αλφαβητισμού και της καλλιέργειας της υπολογιστικής σκέψης: η περίπτωση της ανάπτυξης και διασκευής ψηφιακών παιχνιδιών
Languages:
Greek
Translated title:
Programming as an aspect of computational literacy and computational thinking: the case of designing and modding digital games
Summary:
Even though "computational thinking" is considered a core 21st century skill century, there is still limited knowledge about the mental process by which children may perceive, express and use the most complex computational practices such as abstraction. This research seeks to identify and describe students' strategies for solving authentic problems computationally. It focuses on studying and analyzing student activity during the collaborative modding of digital games with the use of integrated computational affordances, such as programming, dynamic manipulation and visual data handling. The thesis presents the analysis and results of design-based research with junior-high-school students implemented in the school context. The participant students played and modified two digital games in two online programming applications, developed for this study, that integrate different computational affordances. The results highlight and elaborate on student strategies that involve the expression and use of complex computational thinking practices, such as abstraction strategies, data pattern recognition strategies and system level-analysis strategies, which had not been analyzed and described before. They further show that the integrated affordances, as well as the familiar and structured game context, played a significant role in the development of students' strategies.
Main subject category:
Social, Political and Economic sciences
Keywords:
computational thinking, digital games, computer science eduction, design research, software design
Index:
No
Number of index pages:
0
Contains images:
Yes
Number of references:
226
Number of pages:
454
ΓΡΙΖΙΩΤΗ ΔΙΔΑΚΤΟΡΙΚΗ ΔΙΑΤΡΙΒΗ ΤΕΛΙΚΟ2.pdf (18 MB) Open in new window