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Introduction
New scholarship on computational participation places added emphasis on designing and remixing alongside
customary conceptions of computational thinking (Kafai, Burke & Resnick, 2014). This paper looks at an
afterschool program for youth that aimed to integrate learning about computation within the creative discipline
of game design using the Kodu Game Lab game creation software. The project used Kodu to introduce middleschool students ages 10 to 13 about computational problem-solving using studio-based design pedagogy. Instead
of adopting a stance on design that emphasized individual originality, this program employed a programmatic
perspective that stressed creativity within specified goals and constraints (see Schon, 1983, Hoadley & Cox,
2009).
This curriculum presented students with a structured design challenge over the course of 7 weeks:
Participants are challenged to build a racing game level similar to one in Nintendos well-known Super Mario
Kart series. This paper reports on a case study of a learner named Enrique, arguing that his computational
practices were shaped by non-linear and tacit designerly ways of knowing instead of algorithmic problem
solutions.
Coin collection and difficult choices would become key motifs in Enriques final racetrack design. This
design featured an ellipsoid racetrack and two computer-controlled opponents. Coins were scattered across the
large racetrack at regular intervals (see Figure 3). Enrique had programmed the player character to acquire
points upon colliding with the coins, which would then disappear.
References
Hoadley, C., & Cox, C. (2009). What is design knowledge and how do we teach it. In C. DiGiano, S. Goldman,
& M. Chorost (Eds.), Educating learning technology designers: Guiding and inspiring creators of
innovative educational tools (pp. 1935). New York: Routledge.
Kafai, Y. B., Burke, Q., & Resnick, M. (2014). Connected Code: Why children need to learn programming.
Cambridge: MIT Press.
Lemke, J. L. (2012). Multimedia and discourse analysis. Routledge Handbook of Discourse Analysis, 7989.
Schn, D. A. (1983). The reflective practitioner: How professionals think in action. New York: Basic books.
Acknowledgments
The author thanks Cody Steward and Kelly M. Tran for their efforts crafting and conducting the intervention.