CyberWhist

A Game Based Learning Tool to practice Computational Thinking and Coding

Learning Computational Thinking (CT) is implicitly contextual, requiring the opportunity for practice. In gameplay, interest and learning are a self-perpetuating result of practice and competitive engagement. 

CyberWhist is a web-based adaptation of the gameplay rules and mechanics of a set of Classic Whist derived card games, such as Bridge, Euchre, Spades, and BidWhist. It is a simulation purposed to leverage the Whist games’ universal appeal and cognitive elements, for use as a field (domain) for Learners to practice Computational Thinking (CT).

Most significant is a novel game presentation that infuses mathematical data representations into the gameplay, while mitigating issues related to the acceptance of traditional playing cards for learning. The result incorporates the functionality required to accentuate the game’s cognitive elements while retaining the aspects of the game mechanics that motivate gameplay.

Whist games consist of four players, two in partnership. In CyberWhist, the web app simulates three of the four players, and the Learner’s manual play or submitted code serves as the fourth player. The Leaner’s CT practice/challenge is to iteratively use manual gameplay to develop game-winning strategies and to encode the results to automate/replicate the Learner’s manual gameplay.

CyberWhist For CT

CyberWhist is a web-based adaptation of the gameplay rules, and mechanics of  BidWhist, a classic Whist derived card game.

Research indicates a link between children playing similar classic card games and math and science test scores improvements. The study attributed the results to inferential reasoning practices, such as the ability to make observations, draw inferences, and use empirical data to inform future actions and decisions [Resources referenced].

Cyberwhist leverages the benefits of playing Whist games to serve as the domain for a Learner’s acquisition of the “Disciplinary Knowledge” [Fred Martin 2018]  and as the framework to automate  gameplay developments[Cuny, Snyder, Wing, 2010].

CyberWhist GameBoard

The CyberWhist adaptation provides a version with cards refaced to mitigate concerns about using traditional playing cards in the school-aged children learning environment.

From the Learner’s perspective, the modified game depicts a “MetaWhist Space view” of a tactical engagement. The cards, renamed as UNITS, display the four suits as geometric figures ( Cubes, Spheres, Deltas, Cones) and the face values for each of thirteen signed tridecimal numbers (0-9, A, B, C as Positive, Negative). The intent is the Learner’s “matter of fact” exposure to numbering schemes used in computer science technologies.

The CyberWhist adaptations also incorporate a novel game presentation that infuses mathematical data representations, such as bar graphs, pie charts, and tables, as “play by play” dashboards representing useful game data that the learners may factor into gameplay decisions. The intent is to “incentivize” learners to practice data analysis skills required for “thinking and making decisions with data,” as it correlates directly to game performance ability.

CyberWhist as a Coding and Computational Thinking Tool, In a USE-MODIFY-CREATE spiral

Intrinsic to the CyberWhist gameplay are simple game rules, varying discrete game conditions, requiring the use of conditionals, iterators, rules of thumb, and all serving to provide ample structured opportunities to use the CT approaches.

A Leaner’s initial CT challenge is to use manual play to develop game-winning strategies to encode the results to produce an automated version of the Learner’s gameplay. With Successive iterations of gameplay to further improve those strategies and attempt to code those results lead to improved Learner’s CT competency.

The CyberWhist context is a four-player game consisting of two teams, North-South and East-West, where the other players are Cyberbots. As the Leader of the North-South team, the Learner will develop the gameplay for the South team, including the code for the South Cyberbot.

Resources/References

Computational Thinking: What and Why?Researcher finds link between these games academic skills improvement:

  1. Bridge Tricks Are For Kids – The Bridge in Schools program raises math skills and the game’s popularity.
  2. Spades Research – The study examines the resources related to science that African American young men learn and develop by playing Spades.
  3. Statistically Speaking – Researcher finds link between Bridge and improved test scores in children.
  4. Rethinking Computational Thinking
  5. Computational Thinking: What and Why?
  6. Computational Thinking Tools
  7. K–12 Computer Science Framework (k12cs.org)
  8. code.org

Bridge Tricks are for Kids - The Bridge in Schools program raises math skills and the games popularity.

Spades Research - The study examines the resources related to science that is learned and developed by playing Spades.

Statistically speaking - Researcher finds link between bridge and improved test scores in children

Rethinking Computational Thinking

Posted on February 17, 2018 by Fred Martin

https://advocate.csteachers.org/2018/02/17/rethinking-computational-thinking/

Computational Thinking: What and Why?

Jeannette M. Wing17 November 2010

https://www.cs.cmu.edu/~CompThink/resources/TheLinkWing.pdf

Computational Thinking Tools

Repenning, Alexander & Basawapatna, Ashok & Escherle, Nora. (2017). Principles of Computational Thinking Tools. 10.1007/978-3-319-52691-1_18.

https://www.researchgate.net/publication/316442849_Principles_of_Computational_Thinking_Tools