Videoigre in razvoj računalniškega mišljenja
Povzetek
Za veliko posameznikov so videoigre priljubljena oblika zabave, številne raziskave pa potrjujejo, da je igranje videoiger zapleten proces, ki poleg zabave vključuje tudi pomemben izobraževalni vidik. Številni raziskovalci, med njimi Papert in drugi strokovnjaki, trdijo, da se lahko prek videoiger veliko naučimo o procesu učenja, in sicer tako, da jih igramo sami ali z opazovanjem drugih pri igranju ter razpravo o procesih in miselnih strategijah, ki so vključeni v igranje. Namen tega članka je raziskati potencial komercialnih videoiger, ki so prostodostopne na trgu, zlasti v povezavi z razvojem računalniškega mišljenja. Analizirali smo pet iger različnih žanrov z uporabo standardne vsebinske analize. Ta je deloma temeljila na lastnem igranju raziskovalcev, predvsem pa na opazovanju in intervjuvanju drugih udeležencev med njihovim igranjem. Štirje izkušeni igralci videoiger, vsi odrasli, stari od 26 do 32 let, so bili povabljeni k sodelovanju v študiji kot namenski vzorec. Opazovali smo jih med igranjem ter se z njimi pogovarjali o njihovih praksah in miselnih procesih. Cilj je bil identificirati kognitivne procese, ki so videti neločljivo povezani z računalniškim mišljenjem. Ugotovitve podpirajo trditve Paperta in Geeja, saj kažejo, da lahko videoigre pomembno prispevajo k razumevanju računalniškega mišljenja. Na podlagi analize smo ugotovili, da videoigre ponujajo bogate možnosti za razvoj nekaterih komponent računalniškega mišljenja, zlasti algoritmičnega mišljenja, razčlenjevanja in vrednotenja ter posploševanja in abstrakcije. Ugotovitve so relevantne predvsem za odrasle učence, vendar v raziskavi obravnavamo tudi ideje za učence, ki še hodijo v šolo. Pri obravnavanju teh idej smo opazili še en pojav, ki se zanimivo ujema z našim drugim področjem raziskovanja, tj. razvojem strukturne miselnosti v okviru šolske informatike*.
*V nekaterih državah se za označevanje šolskega predmeta informatika uporablja izraz računalništvo ali računalniška znanost, na Slovaškem pa ga imenujemo informatika in je obvezen predmet od 3. razreda osnovne šole do 3. letnika srednje šole, kar torej vključuje vse učence, stare od približno 8 do 17 let.
Prenosi
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