Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education
Abstract
:1. Introduction
1.1. Computational Thinking and Unplugged Activities
1.2. Modern Board Games
1.3. National Educational Context and Relevant Curriculum
2. Materials and Methods
2.1. Selection of Modern Board Games
2.1.1. Systematic Analysis of Modern Board Games
2.1.2. Selection of the Modern Board Games for This Study
- King of the Dice: The Board Game.
- Rossio.
2.2. Participants and Data Collection
2.2.1. Statistical Analysis
2.2.2. Content Analysis
3. Results
3.1. Student Learning as a Result of Sessions with MBGs (RQ1)
3.2. Content Analysis as a Result of Coding Field Notes (RQ2)
3.2.1. Example of Conditional Logic (Related to CT2)
Sierra.VG: ‘(…) I’m going to take two fours and two fives to try to make this sequence and take the merchant…no… I’d rather go and get the dragon…it’s almost impossible on the last turn to take a four and a five and then I can’t go and get anything (the merchant card required three fours and three fives).’
3.2.2. Example of Abstraction (Related to CT1)
November.LA: ‘My intention is to get this thief card, making the condition red > blue > green and being able to get two castles with it. Since I got it, I can take two (terrain tiles) and put them into play. I think I’ll choose this one. It’s the flower field, so I’m going to put it here (it has a diamond). I score more points here.’
3.2.3. Example of Decomposition (Related to CT3)
Romeo.SC: ‘I place this active card now (card with 4 yellow tiles worth 4 points), paying 3 coins. By my reckoning, I’ll score twelve points… because when I look at the tile area, I’ll be able to place enough tiles to make the card pattern at least once more (they were already visible twice). So that’s three times…3 × 4, that’s 12 points’.
3.2.4. Example of Generalisation (Related to CT5)
India.FM: ‘I’m not going to play this card; I’m going to throw it away…because I have less chance of getting it…I’d rather activate it downwards and get a coin. Now here (in the tile zone), I’m going to place this one here (placing her tile in the playing area) because I have a pattern like it in my yard… Now I’m going to play again (the tile placed was adjacent to another one like it), and I’m going to block someone because you can make this pattern here (a pattern of two yellows, one of the most common and most easily reached).’
3.2.5. Example of Evaluation (Related to CT4)
Lima.IB: ‘I think I’ll go for this one with 7 coins (The card had 3 yellow tiles worth 4 points).’
Quebec.SH: ‘You can’t go for the 7-coin one. You only have 6. I mean, you can, but you’ll be wasting a turn at this stage because if you want to activate it next round, you won’t be able to.’
Lima.IB: ‘Then I don’t know…’
Quebec.SH: ‘Get the one that costs 5 coins… you already have 6… so you can activate it on your next turn…’
Lima.IB: ‘But the pattern is the same, and I’m winning by one point less.’
Quebec.SH: ‘Yes… but you’re also spending two coins less and making the move now’.
4. Discussion and Implications
4.1. Discussion
4.2. Implications
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Bebras Pre-Test | |||||||
Questions | Name | Level | CT1 | CT2 | CT3 | CT4 | CT5 |
1 | Pearls | Easy | ~ | + | + | + | + |
2 | Trail to Grandma | Easy | + | + | + | + | ~ |
3 | Building instruction | Easy | ~ | + | + | + | + |
4 | Beaver world cup ball | Easy | + | + | + | + | + |
5 | Birthday party | Medium | + | + | + | + | ~ |
6 | Strange payment | Medium | + | + | + | + | ~ |
7 | Tortoise and the Hare | Medium | ~ | + | + | + | + |
8 | Pick up sticks | Medium | ~ | + | + | + | + |
9 | Sailor’s necklace | Hard | ~ | + | + | + | + |
10 | Heart graphics | Hard | + | + | + | + | + |
11 | Mary’s neighbours | Hard | + | + | + | + | ~ |
12 | Colourful tower | Hard | ~ | + | + | + | + |
Bebras Post-Test | |||||||
Questions | Name | Level | CT1 | CT2 | CT3 | CT4 | CT5 |
1 | Lolly Shop | Easy | + | ~ | + | ~ | ~ |
2 | Cleaning the Lawn | Easy | + | + | + | ~ | ~ |
3 | Crossroads | Easy | + | + | + | + | ~ |
4 | Laughing Beavers | Easy | ~ | + | + | + | ~ |
5 | Space Travel | Medium | + | + | + | + | ~ |
6 | Stamps | Medium | ~ | ~ | + | + | + |
7 | Plates | Medium | + | + | + | + | + |
8 | Classifier | Medium | + | + | + | ~ | + |
9 | Double Parked | Hard | + | + | + | + | ~ |
10 | In Danger | Hard | + | + | ~ | + | ~ |
11 | Bridges and Islands | Hard | + | + | + | ~ | ~ |
12 | Wood Allergies | Hard | + | + | + | + | ~ |
Easy Level = 6 Points | Easy Level = 9 Points | Easy Level = 12 Points |
---|---|---|
Question 1 | Question 5 | Question 9 |
Question 2 | Question 6 | Question 10 |
Question 3 | Question 7 | Question 11 |
Question 4 | Question 8 | Question 12 |
24 Points | 36 Points | 48 Points |
Bebras test maximum score = 108 points |
CAT | DIM | DES | RAT |
---|---|---|---|
CT1—ABSTRACTION | Abstraction | The student describes a situation that demonstrates the expansion of a decision, plan, or logic to the entire game or future matches. | A high-level process of CT, used to capture essential properties of a problem, relegating irrelevant data in the design of efficient algorithms [1]. |
CT2—ALGORITHMIC THINKING | Algorithmic Building | The student should plan their actions for ongoing game events or for events that have not yet occurred. This requires data manipulation and the development of a set of instructions. | A unique property of CT that refers to the creation of precise, step-by-step procedures with the aim of generating solutions to a problem by manipulating variables [58]. Algorithms are directly related to conditional logic [12]. |
Simulation | The student tests a solution model for the algorithm previously created by defining the simulation as the enactment of the planned events. | It is a solution model for something that will eventually have a final version [12], enabling new ways of exploring, understanding, and representing the interconnections between elements of the system [58]. | |
Conditional Logic | The student should globally reflect on the consequences of the truth value of their action/statement or choose possible alternatives. This requires the construction of a control structure based on ‘if–then–else’. | This is a fundamental part of CT, which requires the activation of logical and analytical thinking through puzzles and problem-solving scenarios. Overall, it is based on Boolean logic, meaning that whenever conditions and variables are used, spaces are opened up for the development of CT [1,59]. | |
Incremental Thinking | The student gradually develops their action, relying on continuous process verification, thereby refining their moves. | According to Brennan and Resnick [60], learners must learn to ‘develop a little, experiment, then develop more’, repeatedly expanding their thinking until the goal is achieved. | |
CT3—DECOMPOSITION | Decomposition | The student expresses their intentions regarding an objective move, executing it through small gameplay actions. | It consists of dividing a problem into sub-parts and solving each of them separately. This process can be identified as follows: (1) functional decomposition; (2) sequential decomposition; and (3) dependency decomposition [61]. |
Distributed Computation | The student associates their plan with ideas from other classmates, distributing their knowledge across multiple considerations that will formalize a combined strategy. | It relates to the contribution of different participants to a common goal in a short space of time during various phases of the process of creating an algorithm, debugging, or simulation [12]. | |
CT4— EVALUATION | Debugging | The student identifies issues in the actions initially planned or detects inaccuracies in their moves compared to the game instructions provided in the rule manual. | It refers to evaluating or verifying solutions, correcting behaviour, and solving problems by trial and error [58]. It requires comparing a solution with real-world data or expected results, improving it so that it behaves as expected [59,62]. |
CT5—GENERALISATION | Pattern Recognitions | The student creates specific patterns from global patterns, generalising solutions for similar gameplay processes. | Participants relate objects, data, actions, and events to other similar phenomena. There is a prediction and generalisation of correct solutions and results [63]. |
Results | ||
---|---|---|
Descriptive Statistics | Pre-Test | Post-Test |
N | 20 | 20 |
Mean | 27.3 | 38.4 |
Median | 27.0 | 37.5 |
Mode | 36.0 | 51.0 |
Standard deviation | 11.7 | 13.0 |
Variance | 137 | 170 |
Minimum | 6 | 12 |
Maximum | 48 | 66 |
Skewness | −0.0952 | 0.0296 |
Std. error skewness | 0.512 | 0.512 |
Kurtosis | −1.10 | 0.204 |
Std. error kurtosis | 0.992 | 0.992 |
Shapiro–Wilk W | 0.950 | 0.992 |
Shapiro–Wilk p | 0.360 | 1.000 |
25th percentile | 17.3 | 32.3 |
50th percentile | 27.0 | 37.5 |
75th percentile | 36.0 | 45.8 |
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Machuqueiro, F.; Piedade, J. Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education. Educ. Sci. 2024, 14, 1182. https://doi.org/10.3390/educsci14111182
Machuqueiro F, Piedade J. Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education. Education Sciences. 2024; 14(11):1182. https://doi.org/10.3390/educsci14111182
Chicago/Turabian StyleMachuqueiro, Fábio, and João Piedade. 2024. "Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education" Education Sciences 14, no. 11: 1182. https://doi.org/10.3390/educsci14111182
APA StyleMachuqueiro, F., & Piedade, J. (2024). Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education. Education Sciences, 14(11), 1182. https://doi.org/10.3390/educsci14111182