Abstract

This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games – i.e. Overwatch, For Honor, and Tom Clancy’s Rainbow Six: Siege. Results point to malleable factors in strengthening teamwork – i.e. asymmetrical roles, sharing information mechanics, broad game community – and provide empirical evidence of the correlation between cooperative and computational thinking. Implications for educational activities and cooperative learning interventions are outlined in terms of design strategies and concrete applications.

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