z-logo
Premium
A reflective study into children's cognition when making computer games
Author(s) -
Allsop Yasemin
Publication year - 2016
Publication title -
british journal of educational technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.79
H-Index - 95
eISSN - 1467-8535
pISSN - 0007-1013
DOI - 10.1111/bjet.12251
Subject(s) - plan (archaeology) , cognition , mathematics education , thinking processes , computer game , design thinking , computational thinking , process (computing) , psychology , educational technology , game design , computer science , multimedia , human–computer interaction , archaeology , neuroscience , history , statistical thinking , operating system
In this paper, children's mental activities when making digital games are explored. Where previous studies have mainly focused on children's learning, this study aimed to unfold the children's thinking process for learning when making computer games. As part of an ongoing larger scale study, which adopts an ethnographic approach, this research reports on how children think when making their own computer games using their “ T hinking M aps” and video recordings of group discussions. A model for Thinking for Learning, “think‐to‐learn‐to‐think,” is discussed and children's activities are used to define the stages of this cycle. The study of children's pre–during–after project “ T hinking M aps” and explanations during group discussions suggests that their thinking sequences were altered during and after their game design activities. The children presented their “thinking process” when designing computer games as a continual circular cycle and described their mind as a virtual lab to plan and visualise solutions before testing them on screen, using the “ A lice” game design program.

This content is not available in your region!

Continue researching here.

Having issues? You can contact us here