Improving game-based learning experience through game appropriation

dc.contributor.authorTeixeira, Saletepor
dc.contributor.authorBarbosa, Dianapor
dc.contributor.authorAraújo, Cristianapor
dc.contributor.authorHenriques, Pedro Rangelpor
dc.date.accessioned2022-07-28T15:35:44Z
dc.date.available2022-07-28T15:35:44Z
dc.date.issued2020
dc.date.updated2022-07-28T14:44:00Z
dc.description.abstractComputational Thinking is an essential concept in this technological age. Several countries have included this subject as part of their educational program, and many others intend to do it. However, this is not a regular subject like maths or history; it needs more training (to increase the capabilities/skills) than studying and memorizing concepts. So it comes clear that the introduction of Computational Thinking to students requires the choice of the most suitable learning resources. Game-Based Learning was proven to be an effective teaching method. Therefore, we elected games as our learning resources. Nonetheless, we believe that the learning experience and motivation of students when playing games can be improved by choosing the most suitable game for each student. So, this paper focuses on the adaptation of Game-Based Learning to each student to develop Computational Thinking. We will argue that this adaptation can be done in a computer supported systematic way. To make that possible, on one hand, it will be necessary to classify games- A n original ontology was used for that. On the other hand, it is crucial to establish the students' profile, having into consideration sociodemographic factors, personality, level of education, among others. Then, resorting to a similarity evaluation process it is feasible to choose the games that best fit the players, augmenting the effectiveness of the learning experience. We intend to start applying our approach-training Computational Thinking-to young students, since the first scholar years. However, we are also considering its application to adults starting programming studies. 2012 ACM Subject Classification Applied computing ! Education.por
dc.description.sponsorshipThis work has been supported by FCT – Fundação para a Ciência e Tecnologia within the R&D Units Project Scope: UIDB/00319/2020.por
dc.distributioninternationalpor
dc.identifier.citationTeixeira, S., Barbosa, D., Araújo, C., & Henriques, P. R. (2020). Improving Game-Based Learning Experience Through Game Appropriation. Schloss Dagstuhl - Leibniz-zentrum Für Informatik. http://doi.org/10.4230/OASICS.ICPEC.2020.27por
dc.identifier.doi10.4230/OASIcs.ICPEC.2020.27por
dc.identifier.isbn9783959771535por
dc.identifier.issn2190-6807
dc.identifier.urihttps://hdl.handle.net/1822/79076
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherSchloss Dagstuhl – Leibniz-Zentrum für Informatik GmbHpor
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F00319%2F2020/PTpor
dc.relation.publisherversionhttps://drops.dagstuhl.de/opus/volltexte/2020/12314/por
dc.rightsopenAccesspor
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/por
dc.subjectAdult learningpor
dc.subjectComputational thinkingpor
dc.subjectComputing educationpor
dc.subjectGame typespor
dc.subjectGame-based learningpor
dc.subjectOntologypor
dc.subjectStudent profilepor
dc.subject.fosCiências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleImproving game-based learning experience through game appropriationpor
dc.typeconferencePaperpor
dspace.entity.typePublicationen
oaire.citationVolume81
sdum.export.identifier12296
sdum.journalOpenAccess Series in Informatics

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