Design and Validation of a Digital Game to Assess Computational Thinking Skills
Computational Thinking; Educational Games; Game Based Learning
Computational Thinking (PC) is a set of skills present at BNCC, in the area of knowledge of Mathematics and its Technologies. Stimulating these skills helps students develop logical reasoning and abstraction skills, essential skills for understanding complex mathematical concepts. These skills can be stimulated through different approaches, among which we highlight games. Game environments promote protagonism and learning through play, as recommended by Game-Based Learning (ABJ). According to the literature, the most common PC assessment methods are tests, questionnaires and programming tests, resources that are not very interactive and based on questions and answers. Faced with this problem, this master's research sought to bring together these areas in order to contribute to the design of new educational resources, seeking to understand the feasibility of designing an assessment instrument through an educational game. We defined the research question as: “Can digital games be an effective instrument for assessing Computational Thinking skills?” Based on the research question, we constructed the general objective: to highlight the implications of using digital games as an assessment tool for Computational Thinking with elementary school students. As a methodological path, we chose the Design Science Research Methodology (DSRM) approach, considering that our research involved the production of an artifact. During the research, an educational game entitled Computational Fables was developed and validated. The artifact was used as an assessment instrument for PC skills through Game Learning Analytics. We evaluated the pedagogical and gameplay aspects of the artifact with Computing Degree students, through questionnaires: Model of Criteria for Evaluation of Educational Software, MEEGA+, and a Focus Group interview. We tested the artifact with elementary school students, along with the Bebras Challenge formal assessment. By collecting data from students in both assessment resources, we identified similar results, in addition to greater student engagement and interest in the assessment process through the game. As a result, this research demonstrated that the Computational Fables artifact proved to be an efficient resource for evaluating Computational Thinking skills, and that games designed specifically for evaluation purposes are more effective instruments than traditional evaluation methods, as games bring more engagement and motivation to students. students.