SHREWS: A game with augmented reality for training computational thinking
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , |
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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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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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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1817544709545918464 |