Game-based Learning: Students’ Critical Thinking Performance while Playing “Callisto Summit”

Authors

  • Kung-Hou LINAuthor
  • Tsung-Yen CHUANGAuthor
  • Ju-Ling SHIHAuthor

DOI:

https://doi.org/10.58459/icce.2019.835

Abstract

This study investigates students’ gaming decisions while playing the robotic game “Callisto Summit” and analyzes their critical thinking performance based on the gaming decisions. “Callisto Summit” is designed for the players to use block codinge to move the robots on a large game map to negotiate and solve inter-group conflicts and issues, such as city development, environmental pollution, and population. Forty-eight American students aged 8-12 participated in the game-based learning activity. In this study, qualitative research methods are used to document and observe how players made gaming decisions, then further analyze their behaviors to understand their critical thinking performance.

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Published

2019-12-02

How to Cite

Game-based Learning: Students’ Critical Thinking Performance while Playing “Callisto Summit”. (2019).International Conference on Computers in Education.https://doi.org/10.58459/icce.2019.835