Book Chapter

·2022

Merging Tangibles and Gamification to Teach Algorithmic Thinking to KG Children With “Gamirithmic”

Samaa M. Shohieb , Ceymi Doenyas YTU , Waleed Eladrosy

Advances in game-based learning book series

Abstract

This chapter presents the design, implementation, and evaluation of a new technique to improve children's algorithmic thinking skills that enable solving problems following clearly defined steps. Gamirithmic teaches children to codify ideas by coming up with solutions to problems in systematic and structured ways via its step-by-step procedure with the increasing complexity of commands in each step. The errors of kindergarten children (3-6 years of age) decreased with each trial, but the time taken did not, suggesting that children took time to process the more complicated commands and come up with algorithmic strategies to solve them, yet made fewer errors even though the steps got more complex, as they got used to engaging this type of thinking. Older children made fewer errors and took less time to complete the new tasks. Gamirithmic teaches technology-related concepts using a technology-independent medium that is less likely to induce behavioral problems associated with screen-based methods.

Keywords

Process (computing) Computer science Mathematics education Psychology Operating system

Subject Areas

Educational Games and Gamification ·Developmental and Educational Psychology ·Social Sciences
Augmented Reality Applications ·Computer Vision and Pattern Recognition ·Physical Sciences
Teaching and Learning Programming ·Computer Science Applications ·Physical Sciences

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