scholarly journals GGasCT: Bringing Formal Methods to the Computational Thinking

Author(s):  
Braz Araujo da Silva Junior ◽  
Simone André da Costa Cavalheiro ◽  
Luciana Foss

This work presents an alternative approach for developing computational thinking: the graph grammars. Many related terms are individually explored in order to clarify what is in the range of computational thinking. The selection of the terms draws on a systematic literature review that sheds a light on the most commonly addressed terms in the computational thinking literature. A formal and visual language, the graph grammar, is introduced, formally defined and explored, discussing its relations with computational thinking skills. An educational game and a game engine are developed and presented as examples of graph grammars to promote computational thinking. As result, a comprehensive framework to develop and assess computational thinking through graph grammars is theoretically grounded and made available by the developed educational tools.

2018 ◽  
Vol 2 (1) ◽  
pp. 3
Author(s):  
Braz Araujo da Silva Junior ◽  
Simone André da Costa Cavalheiro ◽  
Luciana Foss

2021 ◽  
Author(s):  
Braz Araujo da Silva Junior ◽  
Simone André da Costa Cavalheiro ◽  
Luciana Foss

This paper presents a platform for creating games using graphs. The proposed game engine is based on a mathematical formalism called Graph Grammar. It aims to rescue, within computer science education, the stage of specification, that precedes programming. The proposal is aligned to the trends of the problem-solving focus, development of computational thinking, use of visual languages, game-related environments and the maker movement. The structure of the platform and the creation/execution of an example game are described and a brief discussion about specification in computer science education is given.


2018 ◽  
Vol 2 (1) ◽  
pp. 3
Author(s):  
Braz Araujo da Silva Junior ◽  
Simone André da Costa Cavalheiro ◽  
Luciana Foss

2018 ◽  
Vol 11 (4) ◽  
pp. 15 ◽  
Author(s):  
Min Lun Wu

This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students’ use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers’ individual advancement in developing a designer language, mindset, and use of computational thinking skills. Three strands of findings were extrapolated from analyzing observational data, participant-generated written responses and artifacts: Understanding games as systems and how components work together in meaningful relationships in game design; Developing growing sophistication in communicating with other novice game designers using language germane to game design; Improving understanding and application of computational thinking skills through game design activities. Extended discussions on three focal cases revealed that using design pedagogy, participants operationalized computational thinking skills in design tasks. Promises and pitfalls of using game design to facilitate computational thinking skills are discussed.


2013 ◽  
Vol 5 (2) ◽  
pp. 48-53
Author(s):  
William Aprilius ◽  
Lorentzo Augustino ◽  
Ong Yeremia M. H.

University Course Timetabling Problem is a problem faced by every university, one of which is Universitas Multimedia Nusantara. Timetabling process is done by allocating time and space so that the whole associated class and course can be implemented. In this paper, the problem will be solved by using MAX-MIN Ant System Algorithm. This algorithm is an alternative approach to ant colony optimization. This algorithm uses two tables of pheromones as stigmergy, i.e. timeslot pheromone table and room pheromone table. In addition, the selection of timeslot and room is done by using the standard deviation of the value of pheromones. Testing is carried out by using 105 events, 45 timeslots, and 3 types of categories based on the number of rooms provided, i.e. large, medium, and small. In each category, testing is performed 5 times and for each testing, the data recorded is the unplace and Soft Constraint Penalty. In general, the greater the number of rooms, the smaller the unplace. Index Terms—ant colony optimization, max-min ant system, timetabling


2021 ◽  
pp. 004723952110188
Author(s):  
Ali Battal ◽  
Gülgün Afacan Adanır ◽  
Yasemin Gülbahar

The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”


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