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Game changers: Evaluating post-secondary students’ computational thinking in a video game design class

  • Author(s) / Creator(s)
  • First introduced by constructionist Seymour Papert [1], the term Computational Thinking (CT) was popularized by Jeannette Wing in 2006 as a new literacy encompassing specific critical thinking skills and dispositions used for problem solving in broad disciplines [2]. However, while CT is more readily adopted in science, technology, engineering and mathematics (STEM) education [3], other disciplines have been less inclined to explore the potential of CT for teaching and learning. In part, this resistance is due to the ambiguity of the definition of CT, as researchers have used variable meanings and elements to describe the concept. This research examines pre-service teachers’ CT in a video game building class.

  • Date created
    2016
  • Subjects / Keywords
  • Type of Item
    Conference/Workshop Presentation
  • DOI
    https://doi.org/10.7939/R3K64B67X
  • License
    © 2016. LICE-2016. This version of this article is open access and can be downloaded and shared. The original author(s) and source must be cited.
  • Language
  • Citation for previous publication
    • Yuen, C., Solez, A., and Cutumisu, M. (2016). Game changers: Evaluating post-secondary students’ computational thinking in a video game design class. London International Conference on Education Proceedings, (), .