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Title:      AN INSTRUCTIONAL CARD GAME WITH PUZZLE TRIGGERS: GUIDELINES FOR TEACHING SOFTWARE DEVELOPMENT
Author(s):      Mario Madureira Fontes and Ítalo Santiago Vega
ISBN:      978-989-8533-64-7
Editors:      Katherine Blashki
Year:      2017
Edition:      Single
Keywords:      Puzzle triggers, card games, computational learning, algorithms
Type:      Short Paper
First Page:      212
Last Page:      216
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      This work describes how software development can be taught in the classroom by using instructional cards with puzzle triggers. It focuses on a case study which concerns teaching Civil Engineering undergraduate students to understand algorithms and also to write them in C language. In this work, the term puzzle trigger is adopted by the authors to name a scaffolding mechanism used to create card games. The novelty of this work is that the authors propose to introduce puzzle triggers in instructional card games. A guideline including methodological procedures on how to create an activity based on the use of instructional card games with puzzle triggers and its application to a specific computational learning context are presented. The design of the cards, its rules, its playing mechanics and its application in an experiment with a group of students are described. This kind of application is thought to help students to learn strategies for translating solutions of real world problems to computer-related world solutions. Among the concepts to be mastered and put into practice, the writing, understanding and implementation of algorithms, due to their complexity, pose a lot of difficulty to students. To cope with this kind of teaching complex computational concepts, card games with puzzle triggers are thought to be helpful.
   

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