Computational Thinking Pattern Analysis
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BiblioMap
Definitionen
Technically speaking, the Computational Thinking Pattern Analysis is designed to evaluate the semantic
meaning of a submitted game/simulation to the Arcade. A technique based on Latent Semantic Analysis
(Landauer, 1998) is applied to CTPA to analyze a given submission in terms of computational thinking
patterns. CTPA compares a given game/simulation with nine pre-defined canonical computational
thinking patterns: cursor control, generation, absorption, collision, transportation, push, pull, diffusion, and hill climbing.
Von Andri Ioannidou, Vicki E. Bennett, Alexander Repenning, Kyu Han Koh, Ashok R. Basawapatna im Text Computational Thinking Patterns (2011) Bemerkungen
Die Definition hinter der Computational Thinking Pattern Analysis scheint mir sehr stark auf die Simulation von physikalischen Modellen beschränkt zu sein pull, push, transport, cllision, absorption, generation etc.). Damit deckt sie aus meiner Sicht nur einen Teil von "computational thinking" ab.
erfasst im Biblionetz am 25.05.2016The specific nature of the units of transfer in CTPA, namely the Computational Thinking Patterns, and
the fact that we can identify and analyze them make it possible to begin to show that transfer is actually
happening. This makes CTPA unique tool in that it is among the first tools that are able to automatically
compute Computational Thinking, measure learning outcomes, and provide initial indicators of transfer
in student-created artifacts.
Von Andri Ioannidou, Vicki E. Bennett, Alexander Repenning, Kyu Han Koh, Ashok R. Basawapatna im Text Computational Thinking Patterns (2011) The really intriguing aspect of the Computational Thinking Pattern Analysis lies within the idea
that Computational Thinking Patterns are common, shared elements between games and other STEM
disciplines and that are identifiable and measurable. If students can build games using Computational
Thinking Patterns, it might be possible that they can apply these same patterns to the implementation of
science simulations that use those patterns. And if we can measure these patterns in the resulting artifacts,
we can begin to show transfer of skills between domains. The patterns a student uses to implement games
can be almost identical to the patterns they would use to implement an analogous science simulation. The
only difference is that the agents who perform this interaction have changed.
Von Andri Ioannidou, Vicki E. Bennett, Alexander Repenning, Kyu Han Koh, Ashok R. Basawapatna im Text Computational Thinking Patterns (2011) Verwandte Objeke
Verwandte Begriffe (co-word occurance) |
Häufig co-zitierte Personen
Statistisches Begriffsnetz
Zitationsgraph
2 Erwähnungen
- Computational Thinking Patterns (Andri Ioannidou, Vicki E. Bennett, Alexander Repenning, Kyu Han Koh, Ashok R. Basawapatna) (2011)
- ICER 2013 - International Computing Education Research Conference, ICER '13, La Jolla, CA, USA, August 12-14, 2013 (Beth Simon, Alison Clear, Quintin I. Cutts) (2013)
- The zones of proximal flow - guiding students through a space of computational thinking skills and challenges (Ashok R. Basawapatna, Alexander Repenning, Kyu Han Koh, Hilarie Nickerson) (2013)