Table of Contents
Fetching ...

Computational Thinking through Design Patterns in Video Games

Giulio Barbero, Marcello A. Gómez-Maureira, Felienne F. J. Hermans

TL;DR

The paper addresses the challenge of leveraging video games to develop computational thinking in programming education without committing to either education-only tools or general gaming studies. It introduces a design-pattern-based framework that links specific game design patterns to computational thinking skills, supported by concrete examples from diverse genres. The main contributions are a mapped set of patterns to CT skills, illustrative game examples, and a proposed direction for pattern-driven educational game design and research. This approach promises a more precise, scalable route to train CT skills and improve programming education through targeted game design.

Abstract

Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres and mechanisms between video games, or too narrow, selecting tools that were specifically designed for educational purposes. In this paper we propose a more fundamental approach, defining beneficial connections between individual design patterns present in video games and computational thinking skills. We argue that video games have the capacity to elicit these skills and even to potentially train them. This could be an effective method to solidify a conceptual base which would make programming education more effective.

Computational Thinking through Design Patterns in Video Games

TL;DR

The paper addresses the challenge of leveraging video games to develop computational thinking in programming education without committing to either education-only tools or general gaming studies. It introduces a design-pattern-based framework that links specific game design patterns to computational thinking skills, supported by concrete examples from diverse genres. The main contributions are a mapped set of patterns to CT skills, illustrative game examples, and a proposed direction for pattern-driven educational game design and research. This approach promises a more precise, scalable route to train CT skills and improve programming education through targeted game design.

Abstract

Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres and mechanisms between video games, or too narrow, selecting tools that were specifically designed for educational purposes. In this paper we propose a more fundamental approach, defining beneficial connections between individual design patterns present in video games and computational thinking skills. We argue that video games have the capacity to elicit these skills and even to potentially train them. This could be an effective method to solidify a conceptual base which would make programming education more effective.
Paper Structure (6 sections, 3 figures)

This paper contains 6 sections, 3 figures.

Figures (3)

  • Figure 1: Example of an interaction with mutually exclusive choices with a NPC in Skyrim
  • Figure 2: Screenshot of 'Doodle God' showing combinations of basic elements to create complex elements.
  • Figure 3: Example of a saving point in Final Fantasy X