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 language | English |
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Publication status | Published - 11 Apr 2024 |
Event | The 2024 American Educational Research Association Annual Meeting - Philadelphia, United States Duration: 11 Apr 2024 → 14 Apr 2024 https://www.aera.net/AERA24 https://www.aera.net/Portals/38/2024_print_program.pdf |
Conference
Conference | The 2024 American Educational Research Association Annual Meeting |
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Country/Territory | United States |
City | Philadelphia |
Period | 11/04/24 → 14/04/24 |
Internet address |