Abstract
Designing games requires a complex sequence of planning and executing actions. This paper suggests that game design requires computational thinking, and discusses two methods for analyzing computational thinking in games designed by students in the visual programming language Scratch. We present how these two analyses produce different narratives of computational thinking for our case studies, and reflect on how we plan to move forward with our larger analysis. Copyrights for third-party components of this work must be honored.
Original language | English (US) |
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Title of host publication | CHI PLAY 2016 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion |
Publisher | Association for Computing Machinery, Inc |
Pages | 173-179 |
Number of pages | 7 |
ISBN (Electronic) | 9781450344586 |
DOIs | |
State | Published - Oct 16 2016 |
Externally published | Yes |
Event | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 - Austin, United States Duration: Oct 16 2016 → Oct 19 2016 |
Other
Other | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 |
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Country/Territory | United States |
City | Austin |
Period | 10/16/16 → 10/19/16 |
All Science Journal Classification (ASJC) codes
- Human-Computer Interaction