End-user game design tools are effective in motivating and exposing students with no prior programming experience to computer science. However, while there is good evidence that these environments are effective motivators, the question remains what do students actually learn? For our purposes, using AgentSheets, we would like to know if students can apply the knowledge obtained from programming games to creating science simulations. Specifically, we want to better understand if students are able to recognize Computational Thinking Patterns (CTP) from their game programming experience. Computational Thinking Patterns are abstract programming patterns that enable agent interactions not only in games but also in science simulations. Students and teachers who participated in a game design summer institute were administered a Computational Thinking Pattern Quiz (CTP Quiz). This quiz tested the participants' ability to recognize and understand patterns in a context removed from game programming. We found that participants, for the most part, were able to understand and recognize the patterns in a variety of contexts.
An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a broken pipeline for CS education. In response to this problem, we have developed the Scalable Game Design curriculum based on a strategy to integrate CS education into the regular school curriculum. This strategy includes opportunities for students to design and program games and science technology engineering and mathematics simulations. An approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations. Results from a study with more than 10,000 students demonstrate rapid adoption of this curriculum by teachers from multiple disciplines, high student motivation, high levels of participation by women, and interest regardless of demographic background. . 2015. Scalable game design: A strategy to bring systemic computer science education to schools through game design and simulation creation. ACM Trans. Comput.
A variety of approaches exist to teach computer science concepts to students from K-12 to graduate school. One such approach involves using the mass appeal of game design and creation to introduce students to programming and computational thinking. Specifically, Scalable Game Design enables students with varying levels of expertise to learn important concepts relative to their experience. This paper presents our observations using Scalable Game Design over multiple years to teach middle school students, college level students, graduate students, and even middle school teachers fundamental to complex computer science and education concepts. Results indicate that Scalable Game Design appeals broadly to students, regardless of background, and is a powerful teaching tool in getting students of all ages exposed and interested in computer science. Furthermore, it is observed that many student projects exhibit transfer enabling their games to explain complex ideas, from all disciplines, to the general public.
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