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Article
Author(s)
Chen Chien-Chi, Wu Pei-Yu
Lai Ah-Fur
Full-Text PDF XML 3159 Views
DOI:10.17265/2161-623X/2020.05.002
Affiliation(s)
Taipei Municipal Kuanfu Primary School, Taipei, Taiwan
University of Taipei, Taipei, Taiwan
ABSTRACT
The purpose of the GM5 game
is to train children to overcome the challenge of computational thinking and
decision-making. Through step-by-step analysis,
thinking, and calculation, finding ways to not be defeated by opponents would be
figured out in their minds slowly. When playing this game, there are four time-limited steps including selecting cards, analysis
of opponents, thinking distribution, and attacking opponent. The logic analysis,
mathematical operations, and intrigues involved in the game playing are quite complicated.
Therefore, this game has the potential for enhancing the player’s thinking and decision-making
abilities. Nevertheless, a systematic learning activity and assistance tool are
in demand for attaining this educational purpose. As a result, this study developed
an artificial intelligence (AI) program to assist students
to reflect their own strategies, and adopted 5E learning cycle for developing a game-playing activities.
KEYWORDS
AI, computational thinking, decision-making, 5E learning cycle, game playing activity
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