2018
Eguiluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz
An Evaluation of Open Digital Gaming Platforms for Developing Computational Thinking Skills Book Chapter
In: vol. 9, IntechOpen, 2018.
Abstract | Links | BibTeX | Tags: Computational Thinking, learning, resources, school, videogames, visual languages
@inbook{Eguiluz2018,
title = {An Evaluation of Open Digital Gaming Platforms for Developing Computational Thinking Skills},
author = {Andoni Eguiluz and Pablo Garaizar and Mariluz Guenaga},
url = {https://home/learninglabdeust/public_html.intechopen.com/books/simulation-and-gaming/an-evaluation-of-open-digital-gaming-platforms-for-developing-computational-thinking-skills},
doi = {10.5772/intechopen.71339},
year = {2018},
date = {2018-02-14},
volume = {9},
publisher = {IntechOpen},
abstract = {Due to business needs and the growing importance of technology in society, in recent
years, the concept of computational thinking has emerged, especially focused on its
inclusion in compulsory education as a relevant complement, transversal to traditional
subjects. In parallel, various initiatives have developed interactive digital tools for learners
to meet this type of thinking through a series of activities commonly framed as games.
In this chapter, we evaluate many of the existing free access platforms to propose pedagogical,
design, and content approaches with which they can be compared.},
keywords = {Computational Thinking, learning, resources, school, videogames, visual languages},
pubstate = {published},
tppubtype = {inbook}
}
Due to business needs and the growing importance of technology in society, in recent
years, the concept of computational thinking has emerged, especially focused on its
inclusion in compulsory education as a relevant complement, transversal to traditional
subjects. In parallel, various initiatives have developed interactive digital tools for learners
to meet this type of thinking through a series of activities commonly framed as games.
In this chapter, we evaluate many of the existing free access platforms to propose pedagogical,
design, and content approaches with which they can be compared.
years, the concept of computational thinking has emerged, especially focused on its
inclusion in compulsory education as a relevant complement, transversal to traditional
subjects. In parallel, various initiatives have developed interactive digital tools for learners
to meet this type of thinking through a series of activities commonly framed as games.
In this chapter, we evaluate many of the existing free access platforms to propose pedagogical,
design, and content approaches with which they can be compared.