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BeadLoom Game: using game elements to increase motivation and learning

Published: 19 June 2010 Publication History

Abstract

The Virtual Bead Loom (VBL) was designed to teach mathematical concepts such as Cartesian coordinates, symmetry, and iteration to middle and high school math students through the design of Native American-inspired bead loom art. In our outreach programs using the VBL, we noted that the students avoid using complex functions such as iteration, instead creating designs one point or line at a time. To motivate students to learn the advanced concepts, we created the BeadLoom Game by adding game elements to the VBL. We have tested the BeadLoom Game with two summer camps and found that the game motivates students, exposes them to more complex computing-related math concepts, and increases the chance that students will continue using the tool beyond assigned class time.

References

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Bert, C., K. King, A. Brown, D. Watkins. Standardizing Culturally Situated Design Tools. Accessed February 8, 2010. http://www.cra.org/Activities/craw_archive/dmp/awards/2009/Bert/Website/FinalReport.pdf
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Eglash, R., Bennett, A., O'Donnell, C., Jennings, S., and Cintorino, M. (2006). "Culturally Situated Design Tools: Ethnocomputing from Field Site to Classroom." American Anthropologist 108(2): 347--362.
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Garris, Ahlers, & Driskell. Games, motivation, and learning: a research and practice model. Simulation and Gaming, Vol. 33, No. 4, 2002, 441--467.
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Lepper, M. R., & Malone, Th. W. 1987. Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Cognitive and affective process analyses (pp. 255--286). Hillsdale, NJ: Lawrence Erlbaum.
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RPI.EDU. Culturally Situated Design Tools Accessed: February 9, 2010. http://csdt.rpi.edu
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  • (2023)The Landscape of Computational Thinking Problems for Practice and AssessmentACM Transactions on Computing Education10.1145/357826923:2(1-29)Online publication date: 14-Mar-2023
  • (2020)The Views and Adoption Levels of Primary School Teachers on Gamification, Problems and Possible SolutionsParticipatory Educational Research10.17275/per.20.46.7.37:3(265-279)Online publication date: 1-Dec-2020
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    FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
    June 2010
    306 pages
    ISBN:9781605589374
    DOI:10.1145/1822348
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft: Microsoft
    • SASDG: Society for the Advancement of the Study of Digital Games

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 June 2010

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    Author Tags

    1. education
    2. evaluation
    3. game development
    4. motivation

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    • SASDG

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    Overall Acceptance Rate 152 of 415 submissions, 37%

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    Cited By

    View all
    • (2023)The Landscape of Computational Thinking Problems for Practice and AssessmentACM Transactions on Computing Education10.1145/357826923:2(1-29)Online publication date: 14-Mar-2023
    • (2020)The Views and Adoption Levels of Primary School Teachers on Gamification, Problems and Possible SolutionsParticipatory Educational Research10.17275/per.20.46.7.37:3(265-279)Online publication date: 1-Dec-2020
    • (2020)Design and analysis of microworlds and puzzles for block-based programmingComputer Science Education10.1080/08993408.2020.183281332:1(66-104)Online publication date: 28-Oct-2020
    • (2019)The computational puzzle design frameworkProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337768(1-11)Online publication date: 26-Aug-2019
    • (2019)PyrusProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300886(1-12)Online publication date: 2-May-2019
    • (2018)Evaluation of a Persuasive Digital Literacy Game for ChildrenExtended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3170427.3180307(1-6)Online publication date: 20-Apr-2018
    • (2017)Développer la pensée algébrique précoce en jouant? Représentations et manipulations dans Dragon BoxDeveloping Early Algebra through play? Representations and manipulations in DragonBox¿Desarrollar el pensamiento algebraico precoz jugando? Representaciones y manipulaciones en Dragon BoxNouveaux cahiers de la recherche en éducation10.7202/1055727ar20:3(33)Online publication date: 2017
    • (2017)Gamifying an ICT courseComputers in Human Behavior10.1016/j.chb.2016.12.01869:C(98-107)Online publication date: 1-Apr-2017
    • (2015)Visualizing loops and data structures in XylemProceedings of the Fourth International Workshop on Games and Software Engineering10.5555/2820144.2820157(50-56)Online publication date: 16-May-2015
    • (2015)Exploring networks of problem-solving interactionsProceedings of the Fifth International Conference on Learning Analytics And Knowledge10.1145/2723576.2723630(21-30)Online publication date: 16-Mar-2015
    • Show More Cited By

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