Title:
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AN INSTRUCTIONAL CARD GAME WITH PUZZLE TRIGGERS: GUIDELINES FOR TEACHING SOFTWARE DEVELOPMENT |
Author(s):
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Mario Madureira Fontes and Ítalo Santiago Vega |
ISBN:
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978-989-8533-64-7 |
Editors:
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Katherine Blashki |
Year:
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2017 |
Edition:
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Single |
Keywords:
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Puzzle triggers, card games, computational learning, algorithms |
Type:
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Short Paper |
First Page:
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212 |
Last Page:
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216 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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This work describes how software development can be taught in the classroom by using instructional cards with puzzle triggers. It focuses on a case study which concerns teaching Civil Engineering undergraduate students to understand algorithms and also to write them in C language. In this work, the term puzzle trigger is adopted by the authors to name a scaffolding mechanism used to create card games. The novelty of this work is that the authors propose to introduce puzzle triggers in instructional card games. A guideline including methodological procedures on how to create an activity based on the use of instructional card games with puzzle triggers and its application to a specific computational learning context are presented. The design of the cards, its rules, its playing mechanics and its application in an experiment with a group of students are described. This kind of application is thought to help students to learn strategies for translating solutions of real world problems to computer-related world solutions. Among the concepts to be mastered and put into practice, the writing, understanding and implementation of algorithms, due to their complexity, pose a lot of difficulty to students. To cope with this kind of teaching complex computational concepts, card games with puzzle triggers are thought to be helpful. |
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