| The rapid development of various digital technologies in the intelligent era has had a subversive impact on people’s learning and life.As one of the three major scientific thinking,computational thinking is a necessary ability for students in the new era.In 2017,the high school information technology curriculum clarified that computing thinking is one of the core qualities of the information technology discipline,and then the 2022 information technology curriculum standard for compulsory education also listed computing thinking as the core quality of the discipline.The breeding of computational thinking covers the three stages of primary school,junior high school and senior high school,fully reflecting the importance of the cultivation of computational thinking.At present,programming education is mainly used in primary and secondary schools to cultivate students’ computing thinking.As a teaching strategy of "teaching with pleasure",gamification teaching has been proved to promote the development of programming education.Based on this,this study combines gamification teaching and programming education,and integrates the concept of gamification teaching into the course of Python programming in senior high school,relying on the information technology class in senior high school,and carries out specific teaching practice around the cultivation of computing thinking,with a view to enriching the theory and strategy of the cultivation of computing thinking.First of all,through the literature research method,the research status of computational thinking,game-based teaching,and game-based teaching to promote the cultivation of computational thinking at home and abroad was systematically reviewed,and the corresponding theoretical basis was determined,providing the corresponding theoretical basis for the design of gamification teaching.Secondly,under the guidance of corresponding theoretical foundations and gamification instructional design principles,a gamification instructional framework for Python programming oriented to the cultivation of computational thinking has been constructed.Based on this framework,situational interactive game resources and ladder based game activities have been designed.Then,taking students in the first grade of senior high school as the research object,two classes were randomly selected as the experimental class and the control class,respectively.A pretest was conducted to ensure that the students in both classes had similar levels of computational thinking.Then,a quasi experimental research method was used for a semester of teaching practice.Finally,a post-test was conducted using tools such as the Computational Thinking Measurement Scale,test questions,and student interview outlines.Through comparative analysis of the data from the pre-test and post-test,the following conclusions were reached:(1)High school Python programming gamification teaching oriented to the cultivation of computational thinking can enhance students’ learning interest and maintain their learning motivation;(2)The gamification teaching based on Python programming in senior high school is conducive to the cultivation of students’ computing thinking,in which the cultivation effect of computing concept dimension and computing concept dimension is significant,and also has certain effect on the cultivation of computing practice dimension;(3)The gamification teaching based on Python programming in senior high schools is beneficial for students to use programming languages to implement problem-solving algorithms,and then promote the improvement of their programming skills;(4)The gamification teaching resources and gamification teaching activities designed in this study are operable and can provide certain reference and reference for the teaching of Python programming in high school. |