[ai] Explore!: An Educational Game for Developing Programming Skills and Algorithmic Thinking

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2866

Keywords:

educational game, game-based learning, algorithmic thinking, programming skills, mathematics

Abstract

The game [ai] explore! was developed to introduce the algorithm behind the popular science exhibition. The idea behind the [ai] explore! exhibition was to show the application of mathematics and computer science in solving real engineering problems by creating the exhibit using the mathematical algorithm Heat Equation Driven Area Coverage (HEDAC). The algorithm is based on scientific research and has many applications: exploration and search in unknown space, painting, planning agricultural spraying, scanning 3D objects, etc. The exhibits show the process by which the algorithm paints objects with a virtual brush and explores their shape. By surveying the high school students, it was shown that new mathematical and engineering results can be explained and turned into a playable game. After playing the game, students respond positively to the game presented and state that they have a good understanding of the HEDAC algorithm presented and how it works. This motivated us to investigate [ai] explore! as an educational game for teaching mathematics and computer science. The aim of the research described in this paper is to investigate the potential of the developed game as an educational game. The game-based learning (GBL) approach is increasingly used to increase student motivation and engagement in STEM lessons. The main research question is: How do primary school teachers and students perceive the usefulness of the game [ai] explore! in supporting teaching and learning of computer science concepts? We have developed and implemented teaching scenarios on how the game [ai] explore! can be used as an educational game in computer science lessons. We show that the game has great potential to teach primary school students programming. In addition, the game promotes algorithmic thinking and computational thinking skills in general, which are valuable not only in computer science but also in other fields such as mathematics, where a systematic and analytical approach to problem-solving is required.

Author Biographies

Bojan Crnković, University of Rijeka, Rijeka, Faculty of Mathematics, Croatia

Bojan Crnković is an associate professor at the Faculty of Mathematics at the University of Rijeka. His scientific interests are numerical analysis, differential equations, dynamic systems, and the application of mathematics in engineering. In addition to scientific research, he actively participates in the education and popularization of science for children and adults.

Ivona Traunkar, University of Rijeka, Rijeka, Faculty of Mathematics, Croatia

Ivona Traunkar is a postdoctoral researcher at the Faculty of Mathematics, University of Rijeka, Croatia. Her scientific interests are discrete mathematics, coding theory, and design theory. She actively participates in various manifestations with the goal of education and popularization of mathematics.

Martina Holenko Dlab, University of Rijeka, Rijeka, Faculty of Informatics and Digital Technologies, Croatia

Dr. Martina Holenko Dlab is an associate professor and head of the Chair of Multimedia Systems and E-Learning at the Faculty of Informatics and Digital Technologies, University of Rijeka. Her research interests are in the field of e-learning and include blended learning, recommender systems, computer-supported collaborative learning, and game-based learning.

Downloads

Published

2024-10-07