Popis: |
Today’s teaching and didactical methods are progressively aiming to integrate digital technologies, computational thinking (CT), and basic computer science concepts into other subjects. An innovative and creative way of combining and integrating CT and teaching cross-curricular skills without digital devices is to include the game Poly-Universe (PolyUni). According to previous research, the game is expected to have a positive effect on visual perceptual progress, including isolation, and the development of shape-background skills. So far, however, comparatively few attempts have been made to explore the educational possibilities of PolyUni for different school levels and subjects, besides mathematics. Therefore, this article aims to close this gap by exploring how PolyUni can be used to promote CT in three subjects: physical education (PE), digital education (DGE), and biology (B). Furthermore, it evaluates whether the pre-defined learning objectives in those subjects have been achieved, and examines how PolyUni combines the requirements of the different curricula in Austrian secondary school, based on self-designed tasks. Additionally, further aspects of PolyUni such as engagement and collaboration are discussed. To explore the above-mentioned benefits, a mixed-methods study was implemented, whereas the workshops and accompanying teaching materials (e.g., worksheets) were developed based on the COOL Informatics concept. The participant observation method was employed for qualitative data collection, and a self-designed assessment grid as well as additional picture analysis were used for the quantitative data. PolyUni was introduced in three different workshops at Austrian secondary schools with 80 students observed and analyzed. Based on the present data, it can be assumed that PolyUni supports achieving the requirements of the different curricula and pre-defined teaching and learning objectives in a playful way. Furthermore, the game not only promotes CT in secondary school but also encourages enjoyment and collaboration between peers in biological, digital, and physical education lessons. |