Learning to 'Think' Through Playful Interactions: A Play-Kit for Incoming First-Year Computing Students

This innovative practice paper presents a work-inprogress on the design of a 'play-kit' to introduce incoming first-year university students to diverse thinking styles through playful interactions, addressing the need for adaptable problemsolving skills development required to tackle increasingly complex global socio-technical challenges. Our initial design stage involves creating a prototype physical workbook to stimulate computational thinking skills through play. We will adapt lessons from existing computational thinking material, originally designed as a classroom-based tool for primary school students. We customize lessons for university students, and re-work them so that they become self-directed learning activities. Our workbook emphasizes essential computational components - decomposition, algorithms, pattern recognition, logic, representation, and abstraction. In time, the project will offer both physical and online 'Learning to Think' play-kits to widen accessibility and suit a diversity of learning styles.

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Publication Details

Published
2025-04-22
DOI
https://doi.org/10.1109/educon62633.2025.11016605
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Learning to 'Think' Through Playful Interactions: A Play-Kit for Incoming First-Year Computing Students

Leo Galway, Neil Anderson, Philip Hanna, David Cutting et al.
Digital Games and Media
article

Learning to 'Think' Through Playful Interactions: A Play-Kit for Incoming First-Year Computing Students

Leo Galway, Neil Anderson, Philip Hanna, David Cutting, Maria Angela Ferrario, Darryl Stewart, Matthew Collins, Jonathan W. Browning, Aidan McGowan
article en

Abstract

This innovative practice paper presents a work-inprogress on the design of a 'play-kit' to introduce incoming first-year university students to diverse thinking styles through playful interactions, addressing the need for adaptable problemsolving skills development required to tackle increasingly complex global socio-technical challenges. Our initial design stage involves creating a prototype physical workbook to stimulate computational thinking skills through play. We will adapt lessons from existing computational thinking material, originally designed as a classroom-based tool for primary school students. We customize lessons for university students, and re-work them so that they become self-directed learning activities. Our workbook emphasizes essential computational components - decomposition, algorithms, pattern recognition, logic, representation, and abstraction. In time, the project will offer both physical and online 'Learning to Think' play-kits to widen accessibility and suit a diversity of learning styles.

Queen's University Belfast (GB)
Openalex Percentile: Top 84%
Digital Games and Media
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