TY - GEN
T1 - Computational Thinking
T2 - 42nd IEEE Computer Software and Applications Conference, COMPSAC 2018
AU - Gossen, Frederik
AU - Kuhn, Dennis
AU - Margaria, Tiziana
AU - Lamprecht, Anna Lena
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/6/8
Y1 - 2018/6/8
N2 - Aspiring software developers, like the novice students in Computer Science courses, need to acquire a thorough understanding of fundamental computational concepts like sequential execution, conditional branching, loops, modularisation, hierarchy and reuse. This understanding and 'computational thinking' is deepened when they encounter the concepts in different contexts and environments, as opposed to only in one traditional programming language. In this paper, we describe how we used the Cinco Adventure Game Tool, a tool that allows students to model simple browser games in an intuitive graphical framework, to train basic computational concepts in a creative and engaging, learning-by-doing fashion. On purpose, we steered away from traditional programming languages, in order to separate the use of the concepts and constructs from the hurdle of a programming language syntax and development environment. The experiences with a large group of first-term Computer Science students in two successive years were very positive: The students had no problems in understanding and using the concepts, used the tool proficiently and enjoyed designing and modelling the games. Working together on a game project in small groups, they showed sustained engagement, developed a high level of confidence, and created quite complex games containing various fundamental computational constructs.
AB - Aspiring software developers, like the novice students in Computer Science courses, need to acquire a thorough understanding of fundamental computational concepts like sequential execution, conditional branching, loops, modularisation, hierarchy and reuse. This understanding and 'computational thinking' is deepened when they encounter the concepts in different contexts and environments, as opposed to only in one traditional programming language. In this paper, we describe how we used the Cinco Adventure Game Tool, a tool that allows students to model simple browser games in an intuitive graphical framework, to train basic computational concepts in a creative and engaging, learning-by-doing fashion. On purpose, we steered away from traditional programming languages, in order to separate the use of the concepts and constructs from the hurdle of a programming language syntax and development environment. The experiences with a large group of first-term Computer Science students in two successive years were very positive: The students had no problems in understanding and using the concepts, used the tool proficiently and enjoyed designing and modelling the games. Working together on a game project in small groups, they showed sustained engagement, developed a high level of confidence, and created quite complex games containing various fundamental computational constructs.
KW - Computational thinking
KW - Computer science education
KW - Model-driven development
UR - http://www.scopus.com/inward/record.url?scp=85053593439&partnerID=8YFLogxK
U2 - 10.1109/COMPSAC.2018.00175
DO - 10.1109/COMPSAC.2018.00175
M3 - Conference contribution
AN - SCOPUS:85053593439
T3 - Proceedings - International Computer Software and Applications Conference
SP - 990
EP - 999
BT - Proceedings - 2018 IEEE 42nd Annual Computer Software and Applications Conference, COMPSAC 2018
A2 - Lung, Chung-Horng
A2 - Conte, Thomas
A2 - Liu, Ling
A2 - Akiyama, Toyokazu
A2 - Hasan, Kamrul
A2 - Tovar, Edmundo
A2 - Takakura, Hiroki
A2 - Claycomb, William
A2 - Cimato, Stelvio
A2 - Yang, Ji-Jiang
A2 - Zhang, Zhiyong
A2 - Ahamed, Sheikh Iqbal
A2 - Reisman, Sorel
A2 - Demartini, Claudio
A2 - Nakamura, Motonori
PB - IEEE Computer Society
Y2 - 23 July 2018 through 27 July 2018
ER -