Making games definitely seems like an
obvious output from constructionism (i.e. Kafai & Burke, 2015). And making
games through programming would definitely support computational thinking and
many of its concepts from programming. But some game-making environments don’t
use programming. Gamestar Mechanic is something I’ve used with elementary
school students to make games. It just involves dragging avatars, enemies, and
blocks around to make a Mario-like game. Characters and blocks have different
features, like speed, weapons, damage, etc. But it doesn’t actually involve any
programming. I would say the main computational thinking practice that
something like Gamestar Mechanic supports would be debugging. If there are too
many enemies and blocks, there’s no way to win the game, so creators must
remove some enemies or use a different avatar with more weapons, an example of
finding and fixing errors to work towards the creator’s game design goals. And
clearly debugging would be a part of environments that support making games
through programming. The extent to which students actually think carefully and
systematically about their debugging practices is another issue that probably
requires some scaffolding (as our math group found last week with our student).
But debugging in general definitely seems to be an aspect of CT that could be
supported by different types of game-making environments.
The Pandemic board game example shows
how playing board games, especially collaborative ones that support players
discussions solutions out-loud, supports elements of CT (Berland & Lee,
2011). Besides debugging, conditional logic is one that players use a lot to
plan for what might come next in the game. “If we do this then that will
happen,” or thinking of the reverse, “if we want that to happen then we have to
do this.” The authors give an example of a player predicting a Ho Chi Minh card
might be next and explaining what would happen if that card is picked. There’s
another example on line 12 on page 74 where Patrick says, “if you can give me
the two blacks, we can build a research station in black, we could cure black.”
Basically, he’s saying if one player does this then the group can cure the
black disease. He’s using conditional logic to predict and suggest a strategy in
the game.
From reading the papers for this week,
it seems like more research on collaborative games, both board games and
digital games (and in the context of playing and making games) is an
interesting place open for further research.
I love this quote from Kafai (2016) on
page 27: “students need a more expansive menu of computing activities,
tools, and materials. Designing authentic applications is an important step in the right direction, but games, stories, and robotics are not the only applications for achieving this goal. We need different materials
to expand students’ perspectives and perceptions of computing.”
This kind of points to how I’m thinking
about computational thinking as expanding beyond programming. Tools like
Scratch are just one way of reaching the goal of teaching CT. But there are
lots of different materials and activities we can use to broaden participation
in CT; for example, playing games (not just programming games but also playing
them) and knitting.
https://gamestarmechanic.com/ in case anyone's interested in Gamestar
ReplyDeleteKNITTING! :-)
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