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Eli Tucker-Raymond

dblp:98/10636 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
computational thinking
0.412020
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020
Computing education › pedagogy
game-based learning
0.412020
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020
Learning and educational technologies › active learning
constructionist learning
0.112020
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020
Learning and educational technologies
programming education
0.112020
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020

Methods — techniques the papers use, named apart from their topics

metrics-based analysis · 0.9dr. scratch · 0.9
YearPublicationVenuePosition
2020 Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development
abstract
Game design is increasingly used in modern education to foster Computational Thinking (CT). Yet, it is unclear how and if the game genre of student-designed games impact CT and programming. We explore how game genre impacts CT development and programming routines in Scratch games designed by 8th-grade students using a metrics-based approach (i.e., Dr. Scratch). Our findings show that designing particular games (e.g., action, storytelling) impact CT and programming development. We observe, for instance, that CT skills develop and consolidate fast, after which students can focus on aspects more specific to game design. Based on the results, we suggest that researchers and educators in constructionist learning consider the impact of game genre when designing game-based curricula for the learning of programming and CT.
Giovanni Maria Troiano, Qinyu Chen, Ángela Vargas-Alba, Gregorio Robles, Gillian Smith 0001, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld
CHI7
2020 All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design
abstract
Game design is emerging in contemporary education, especially in constructionist curricula for student-centered and discovery learning. While previous work focused on assessing how complementary skills (e.g., computational thinking) develop through game design, few have attempted to assess the very games designed by students. Here, we show preliminary results on using the Triadic Game Design (TGD) model to assess the elements that may constitute a ”balanced” student-designed game in the context of constructionist learning. Our results show that TGD is viable to carry out such assessment. We conclude by discussing the limitations of our approach and propose directions for future work.
Giovanni Maria Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld
FDG4
2019 Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM
abstract
Computational thinking (CT) is key to digital literacy and helps develop problem-solving skills, which are fundamental in modern school. As game design shows potential for teaching CT, metrics like Dr. Scratch emerge that help scholars systematically assess the CT of student-designed games, particularly with Scratch. Compared to other CT metrics, Dr. Scratch scores the CT of Scratch projects automatically and can be used to describe CT development. However, previous research using Dr. Scratch summatively assessed CT, but did not look at CT development. We use Dr. Scratch to assess the CT development of Scratch games designed by 8th-grade students in STEM curricula. We show how CT proficiency in student-designed games develops differently in each CT dimension, where parallelism, synchronization, and logic develop proficiently, while developing abstraction seems hard. We discuss insights into game-based CT development for STEM, and suggest improvements for metric-based CT assessment.
Giovanni Maria Troiano, Sam Snodgrass, Erinç Argimak, Gregorio Robles, Gillian Smith 0001, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld
IDC7