Berland and Lee research five categories of computational
thinking in their article on playing Pandemic. Those categories are:
conditional logic, distributed processing, debugging, simulation and algorithm
building. Comparing these to the list of commonly accepted facets of
computational thinking in Grover and Pea’s work from last week, we have:
Berland & Lee
|
Grover & Pea
|
Conditional logic
|
Conditional logic
|
Distributed processing
|
Parallel thinking
Systematic processing of information
|
Debugging
|
Debugging (and systematic error detection)
|
Simulation
|
Abstractions and pattern generalizations
|
Algorithm building
|
I’m wondering if Berland & Lee were conservative with
what they looked for and whether or not you can find all other listed facets of
computational thinking (Grover & Pea) in Pandemic or some other tabletop
game.
Efficiency and
Performance constraints – In programming this refers to elegant solutions
that take minimal processing power versus brute force solutions that can eat up
a lot of processing power. In game play, especially in Pandemic, it’s about
using the most strategic moves in order to progress in the game. In Pandemic,
if you do not spend time assessing the whole board and situation, you can make
moves that have little to no effect on the game outcome. For example on page
75, in the Alpha group, the players are discussing the next move. John points
out a specific desirable move that will enable the players to avoid an
outbreak. While Aaron also has a plan, his plan does not take into account the
imminent threat of an outbreak. The opposite is also true in the game, there
are situations in which it seems like taking the disease cubes away from a city
is most useful, but in fact, trading cards in order to cure the disease is more
efficient.
Iterative and
recursive thinking –Honestly, I’m a little confused at how these are
different in computational thinking. So here I’m taking iteration as repetitive
act that moves something forward and recursion as a process that depends on an
earlier version of itself. At it’s
most basic level this is turn taking. In virtually all games, one person takes
a turn then so it goes around the circle. In a cooperative game the iterative period
is each person playing since they are essentially playing as a multi-brained
person. In a non-cooperative competitive game, the iterative period is one turn
around the board, it’s the individual person’s turn that let’s their game move
forward. In a similar manner, recursive
thinking is critical, the game board changes as you play. How many times have
you played a game with a perfect move
in mind and then another player royally messes up your plan? You constantly
have to revise the plan based on previous moves.
Structured problem
decomposition – This is only true in more complicated games where there are
a) multiple ways to win, or b) there are multiple goals for the cooperative. In
Pandemic you both try to cure the diseases, but you also have to not lose (it’s
so easy to lose…). In a game like Settler’s of Catan or Ascension you can win
in multiple ways so you are trying to juggle multiple areas of import. This is
a bit different than with computers where you take a big problem, and make it
little easier to solve problems, but not so different.
Symbolic systems and
representations – This is the tricky one. I think it both depends on how
people think of the game as a whole, modeling it in their head and whether or
not the game has a written component. Certainly, I imagine, in some paper-based
games this could be true. But it’s more
about communication of ideas, and that happens less in board games since you
either can’t communicate, or all communication is done through verbal forms.
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