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Zoombinis Research

The Full Development Implementation Research Study of a Computational Thinking Game for Upper Elementary and Middle School Learners

Lead Staff:
Jodi Asbell-Clarke
Elizabeth Rowe
Teon Edwards
Project Staff:
Erin Bardar
Santiago Gasca

Summary

Computational thinking is the set of ideas and practices considered vital for computer science skills and has been attracting increased attention over the past several years in K-12 education. The Logical Journey of the Zoombinis implementation research study examined the development of computational thinking for upper elementary and middle grades students.

This project leveraged the existing Zoombinis game by embedding tools for studying patterns of students’ decision-making and problem-solving in the environment. This allowed researchers to understand how students learn about computational thinking within a tool that bridged informal and formal learning settings to engage a wide variety of students.

The project also developed tools and resources for classroom teachers. The goal was to understand both students’ learning of computational thinking and how to bridge formal and informal learning via classroom implementation of the Zoombinis game.

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Research Activity

The research examined three questions.

  1. What strategies do players develop during Zoombinis gameplay that may provide evidence of implicit computational thinking?
  2. How can teachers leverage implicit knowledge of computational thinking developed in Zoombinis to improve formal (explicit) learning?
  3. How can a large-scale commercial game be used for the broad and equitable improvement of computational thinking?

The research used and developed educational data mining techniques to assess students’ learning in conjunction with pre-post computational thinking assessments (external to the game), teacher interviews, classroom observations, and case studies of classroom use.

Presentations and Publications

Almeda, M., Asbell-Clarke, J., & Rowe, E. (2021, April 8-12). Differentiating between unproductive and productive persistence in an educational game using behavioral data. In I. Dahlstrom-Hakki (Chair),ÌýRemote Measures of Attention and Affect: Online Data Collection in the Age ofÌýCOVID-19 [Symposium]. American Educational Research Association (AERA) Annual Meeting, Virtual.

Almeda, M. & Asbell-Clarke J. (2021). Scaffolding executive function in game-based learning to improve productive persistence and computational thinking in neurodiverse learners. In X. Fang (ed.),ÌýHCI in Games: Serious and Immersive Games. HCII 2021. Lecture Notes in Computer Science, vol 12790Ìý(pp. 155-172). Springer.Ìý

Asbell-Clarke, J., Rowe, E., Almeda, M., Edwards, T., Bardar, E., Gasca, S., Baker, R., & Scruggs, R. (2021). The development of students’ computational thinking practices in elementary and middle-school classes using the learning game, Zoombinis.ÌýComputers in Human Behavior, 115,Ìý1-14.Ìý

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Rowe, E., Asbell-Clarke, J., Almeda, M. V., Gasca, S., Edwards, T., Bardar, E., Shute, V., & Ventura, M. (2021). Interactive Assessments of CT (IACT): Digital Interactive Logic Puzzles to Assess Computational Thinking in Grades 3–8.ÌýInternational Journal of Computer Science Education in Schools,Ìý5(2), 28-73.Ìý

Rowe, E., Asbell-Clarke, J., & Almeda, M. Scruggs, R., Baker, R.S., Bardar,E. & Gasca, S. (2021). Assessing implicit computational thinking in Zoombinis puzzle gameplay.ÌýComputers in Human Behavior, 120.Ìý

Asbell-Clarke, J., Bardar, E., & Edwards, T. (2020). The importance of teacher bridging in game-based learning classrooms. In M. Farber (Ed.),ÌýGlobal perspectives on gameful and playful teaching and learningÌý(pp. 211-239). IGI Global.Ìý

Rowe, E., Asbell-Clarke, J., Almeda, M., Bardar, E., Baker, R., & Scruggs, R., (2020). Advancing research in game-based learning assessment: Tools and methods for measuring implicit learning. In E. Kennedy & J. Qian (Eds.),ÌýAdvancing educational research with emerging technologyÌý(pp. 99-123). IGI Global.Ìý

Almeda, M., Rowe, E., Asbell-Clarke, J., Baker, R., Scruggs, R., Bardar, E., & Gasca, S. (2019, October 3-5).ÌýModeling implicit computational thinking inÌýZoombinisÌýMudball Wall gameplay.Ìý[Paper presentation]. Technology, Mind, and Society Conference, Washington D.C., United States.Ìý

Almeda, M., Rowe, E., Asbell-Clarke, J., Bardar, E., & Gasca, S. (2019, October 3-5).ÌýTeachers leveraging game-based implicit STEM learning in classrooms.Ìý[Poster presentation ]. Technology, Mind, and Society Conference, Washington, D.C., United States.Ìý

Edwards, E., Asbell-Clarke, J., Bardar, E., & Stidwell, P. (2019). Zoombinis. In K. Schrier (Ed.),ÌýLearning, education & games, volume 3: 100 games to use in the classroom & beyondÌý(pp. 504-509). Carnegie Mellon University: ETC Press.Ìý

Rowe, E., Asbell-Clarke, J., & Baker, R. (2019, April 5-9)ÌýGame-based measures of implicit learningÌý[Poster presentation]. Structured poster session organized by Y.J. Kim titled Game-Based Assessment: How Has the Field Matured over the Past 10 years? AERA Annual Meeting, Toronto, ON, Canada.Ìý

Rowe, E., Asbell-Clarke, J., Baker, R., Gasca, S., Bardar, E., & Scruggs, R. (2018, April 21-26).ÌýLabeling implicit computational thinking in pizza pass gameplayÌý[Poster & paper presentation]. ÌýCHI Conference on Human Factors in Computing Systems, Montreal, QC, Canada.Ìý

Rowe, E., Asbell-Clarke, J., Cunningham, K., & Gasca, S. (2017, August 14-17).ÌýAssessing implicit computational thinking in Zoombinis gameplayÌý[Poster & paper presentations]. International Conference on the Foundations of Digital Games, Hyannis, MA, United States.Ìý

Rowe, E., Asbell-Clarke, J., Cunningham, K. & Gasca, S. (2017, October 15-18).ÌýAssessing implicit computational thinking in Zoombinis gameplay: Pizza Pass, Fleens, and Bubblewonder Abyss.Ìý[Poster & paper presentations]. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, Amsterdam, Netherlands.Ìý

Rowe,ÌýE., Asbell-Clarke, J., Gasca, S., & Baker, R. (2017, April 18-19).ÌýComputational thinking in Zoombinis gameplay.Ìý[Poster presentation]. Cyberlearning 2017: What’s Next? Making Connections to Shape the Future, Arlington, VA, United States.Ìý

Rowe, E., Asbell-Clarke, J., Gasca, S., & Baker, R. (2017, October 4-6).ÌýComputational thinking in Zoombinis gameplay.ÌýÌý[Spotlight session – presentation] Digital Media & Learning Conference, Irvine, CA, United States.Ìý

Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017).ÌýDemystifying computational thinking.ÌýEducational Research Review, 22,Ìý142-158.Ìý