so that students with no programming
background can produce complete and
exciting games in a short amount of
time while still moving on a gradual trajectory to the creation of highly sophisticated games. Scalable Game Design
has a uniquely low threshold for teachers and students making game design
accessible across gender and ethnicity.
We have developed a professional development program based on approximately 35 contact hours in which we
train teachers to have students build
their first playable game from scratch in
about a week (for example, 5 lessons x
45 minutes). The ability to create a playable game is essential if students are to
reach a profound, personally changing
“Wow, I can do this” realization.
On the right side of the figure, zones
of motivation are delineated based on
challenge versus skills. These zones
are Anxiety, Zone of Proximal Development, Flow, and Boredom. In middle
schools we have found the path called
Project-First is significantly more effective than paths relying on learning
many principles first without the presence of a concrete and interesting challenge. The Project-First path maneuvers
students into the Zone of Proximal Development where, with proper support,
they quickly learn relevant CT concepts.
Motivational levels, as measured by
the expressed interest to continue with
similar classes, are extremely high: 74%
for boys and 64% for girls; and 71% for
white and 69% for minority students. In
most schools these are not self-selected
students. While there are no well-established baselines, our teachers considered a desire by one-third of their students to continue a success.
Education: Build computational
instruments that analyze student-
produced projects for CT skills so that
learning outcomes can be objectively
measured. These outcomes include
learning trajectories and transfer of CT
concepts from game design to simula-
tion building. What do students really
learn? While CT definitions are still
somewhat forthcoming, one school
director created a succinct statement
of expectation—“I would want to walk
up to a student participating in game
design and ask: Now that you can make
space invaders, can you also make a
science simulation?” This question of
transfer should be at the core of com-
putational thinking education. If stu-
dents learn to build a game but have
no notion of how to transfer their skills
into science simulations, then game
design has no educational justification
for being in a curriculum. We devised
the Computational Thinking Pattern
Analysis2 as an analytical means of ex-
tracting evidence of CT skill directly
from games and simulations built by
students. Most excitingly, this lets us
go beyond motivational research and
study the educational value of game
design, including the exploration
of learning trajectories and transfer
from game design to STEM simulation
building. To enable this transfer, the
professional development of teachers
stresses these computational thinking
patterns as a means of promoting CT.
Conclusion
We believe we have found a systemic
strategy for integrating CT education
in middle schools in a way that exposes
a large number of students and is appealing to girls as well as to underrepresented students. The Scalable Game
Design project will continue as an
NSF Computing Education for the 21st
Century (CE21) project to advance a research based framework for broadening participation. We invite interested
schools to participate.
this work is supported by the national Science
foundation under grant numbers 0848962, 0833612,
and 1138526. any opinions, findings, and conclusions or
recommendations expressed in this material are those of
the author and do not necessarily reflect the views of the
national Science foundation.
References
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of directors. Achieving Change: The CSTA Strategic
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Alexander Repenning ( ralex@cs.colorado.edu) is a
computer science professor at the University of colorado,
a member of the center for lifelong learning and
design at the University of colorado, and the founder of
agentSheets inc.