SHREWS: A game with augmented reality for training computational thinking

Detalhes bibliográficos
Autor(a) principal: Saraiva, Francisco
Data de Publicação: 2021
Outros Autores: Lima, Lázaro V.O., Araújo, Cristiana, Magalhães, Luís Gonzaga Mendes, Henriques, Pedro Rangel
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/1822/79068
Resumo: This paper proposes a game to help young students training Computational Thinking (CT) skills to aid in solving problems. CT is a problem-solving approach based on picking a complex problem, understand what the problem is, and develop solutions in a way that a computer or human could solve. To help in this task, Augmented Reality(AR) will provide a more engaging visual way of interaction to keep students motivated while they search for solving problems. This benefit is a consequence of the AR capability of providing a visual and dynamic representation of abstract concepts. This work investigates AR and CT concepts and the best way of combining them for training student's skills to understand software and its effects. Thus, these concepts will be explored for the construction of learning activities to explain and create analogies to understand complex concepts related to computer programs. So the focus of the paper is the introduction of Shrews, the game created in this context. The principle and the proposed architecture are detailed. At the end, there is a description of how the game works and the current state of the prototype. We believe that the immersive experience using AR and CT concepts is one of the important aspects of the game to maintain a motivational approach to students. An exploratory prototype is created to explore the topic of teaching CT skills via playing a video game.
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spelling SHREWS: A game with augmented reality for training computational thinkingAugmented realityComputational thinkingGameLearning activityThis paper proposes a game to help young students training Computational Thinking (CT) skills to aid in solving problems. CT is a problem-solving approach based on picking a complex problem, understand what the problem is, and develop solutions in a way that a computer or human could solve. To help in this task, Augmented Reality(AR) will provide a more engaging visual way of interaction to keep students motivated while they search for solving problems. This benefit is a consequence of the AR capability of providing a visual and dynamic representation of abstract concepts. This work investigates AR and CT concepts and the best way of combining them for training student's skills to understand software and its effects. Thus, these concepts will be explored for the construction of learning activities to explain and create analogies to understand complex concepts related to computer programs. So the focus of the paper is the introduction of Shrews, the game created in this context. The principle and the proposed architecture are detailed. At the end, there is a description of how the game works and the current state of the prototype. We believe that the immersive experience using AR and CT concepts is one of the important aspects of the game to maintain a motivational approach to students. An exploratory prototype is created to explore the topic of teaching CT skills via playing a video game.This work has been supported by FCT – Fundação para a Ciência e Tecnologia within the R&D Units Project Scope: UIDB/00319/2020.Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbHUniversidade do MinhoSaraiva, FranciscoLima, Lázaro V.O.Araújo, CristianaMagalhães, Luís Gonzaga MendesHenriques, Pedro Rangel20212021-01-01T00:00:00Zconference paperinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://hdl.handle.net/1822/79068engSaraiva, F., Lima, L. V. O., Araújo, C., Magalhães, L. G., & Henriques, P. R. (2021). SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper). Schloss Dagstuhl - Leibniz-zentrum Für Informatik. http://doi.org/10.4230/OASICS.ICPEC.2021.1497839597719482190-680710.4230/OASIcs.ICPEC.2021.14https://drops.dagstuhl.de/opus/volltexte/2021/14230/info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-05-11T05:42:03Zoai:repositorium.sdum.uminho.pt:1822/79068Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-05-11T05:42:03Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv SHREWS: A game with augmented reality for training computational thinking
title SHREWS: A game with augmented reality for training computational thinking
spellingShingle SHREWS: A game with augmented reality for training computational thinking
Saraiva, Francisco
Augmented reality
Computational thinking
Game
Learning activity
title_short SHREWS: A game with augmented reality for training computational thinking
title_full SHREWS: A game with augmented reality for training computational thinking
title_fullStr SHREWS: A game with augmented reality for training computational thinking
title_full_unstemmed SHREWS: A game with augmented reality for training computational thinking
title_sort SHREWS: A game with augmented reality for training computational thinking
author Saraiva, Francisco
author_facet Saraiva, Francisco
Lima, Lázaro V.O.
Araújo, Cristiana
Magalhães, Luís Gonzaga Mendes
Henriques, Pedro Rangel
author_role author
author2 Lima, Lázaro V.O.
Araújo, Cristiana
Magalhães, Luís Gonzaga Mendes
Henriques, Pedro Rangel
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Saraiva, Francisco
Lima, Lázaro V.O.
Araújo, Cristiana
Magalhães, Luís Gonzaga Mendes
Henriques, Pedro Rangel
dc.subject.por.fl_str_mv Augmented reality
Computational thinking
Game
Learning activity
topic Augmented reality
Computational thinking
Game
Learning activity
description This paper proposes a game to help young students training Computational Thinking (CT) skills to aid in solving problems. CT is a problem-solving approach based on picking a complex problem, understand what the problem is, and develop solutions in a way that a computer or human could solve. To help in this task, Augmented Reality(AR) will provide a more engaging visual way of interaction to keep students motivated while they search for solving problems. This benefit is a consequence of the AR capability of providing a visual and dynamic representation of abstract concepts. This work investigates AR and CT concepts and the best way of combining them for training student's skills to understand software and its effects. Thus, these concepts will be explored for the construction of learning activities to explain and create analogies to understand complex concepts related to computer programs. So the focus of the paper is the introduction of Shrews, the game created in this context. The principle and the proposed architecture are detailed. At the end, there is a description of how the game works and the current state of the prototype. We believe that the immersive experience using AR and CT concepts is one of the important aspects of the game to maintain a motivational approach to students. An exploratory prototype is created to explore the topic of teaching CT skills via playing a video game.
publishDate 2021
dc.date.none.fl_str_mv 2021
2021-01-01T00:00:00Z
dc.type.driver.fl_str_mv conference paper
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/1822/79068
url https://hdl.handle.net/1822/79068
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Saraiva, F., Lima, L. V. O., Araújo, C., Magalhães, L. G., & Henriques, P. R. (2021). SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper). Schloss Dagstuhl - Leibniz-zentrum Für Informatik. http://doi.org/10.4230/OASICS.ICPEC.2021.14
9783959771948
2190-6807
10.4230/OASIcs.ICPEC.2021.14
https://drops.dagstuhl.de/opus/volltexte/2021/14230/
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH
publisher.none.fl_str_mv Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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