Middle School Students’ Computational Problem-Solving Behaviors In A Game-Based Environment

Wei Yan*, Tongxi Liu, Lauren Weisberg, Andrea Ramirez-Salgado, Maya Israel

*Corresponding author for this work

    Research output: Contribution to conferenceConference posterpeer-review

    Abstract

    The study used a data fusion approach to investigate three middle school learners’ computational problem-solving behaviors in the Zoombinis computational thinking game, Pizza Pass. A Hidden Markov Model HMM was firstly used to uncover students’ different computational problem-solving phases and the likelihood of transitioning between these phases. Then, a qualitative thematic analysis of students’ gameplay videos was employed to synthesize computational problem-solving behaviors. Findings revealed that students’ computational problem-solving behaviors included three phases e.g., Trial-and-Error, Systematic Testing and transitions between them. This study contributes to our understanding of using varied data sources to study students’ computational problem-solving processes. It also has instructional implications, such as the need for additional scaffolding within game-based CT environments.
    Original languageEnglish
    Publication statusPublished - 11 Apr 2024
    EventThe 2024 American Educational Research Association Annual Meeting - Philadelphia, United States
    Duration: 11 Apr 202414 Apr 2024
    https://www.aera.net/AERA24
    https://www.aera.net/Portals/38/2024_print_program.pdf

    Conference

    ConferenceThe 2024 American Educational Research Association Annual Meeting
    Country/TerritoryUnited States
    CityPhiladelphia
    Period11/04/2414/04/24
    Internet address

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