Computerized Thinking and Teaching Games to Simultaneously Improve a Student's Thinking Skills and his Knowledge of Linear Programming

Alten du Plessis


The purpose of teaching games is to either transfer knowledge, skills and attitudes to students or to impress it upon them. Learning can become even more enjoyable within an computer-based educational (CBE) environment when computer games and education and training are combined. Computerized teaching or instructional games can help to motivate students and can create a positive attitude towards learning.

Edward de Bono developed a set of card games to practise each aspect of thinking. They have been designed to be fun and enjoyable, and to be repeated again and again. These games cover the following aspects of thinking: Recognition, concepts, possibilities, judgement, alternatives, comparison and choice, analysis, perception, values and feelings, design, and problem-solving. We adapted these games for our environment, enabling the student to play most of them against the computer (tutor), instead of a friend (or foe!).

Two types of games are possible: One is played with number cards, the other with picture or concept cards. The latter consists of pictures of simple objects, or simple concepts from a certain subject area (in our case linear programming). These games are used to teach the student the above mentioned aspects of thinking.

We computerized a number of thinking games, combined it with coaching procedures and incorporated it within a CBE-environment. They then act as teaching games that simultaneously improves a student's knowledge of linear programming and teaches him basic thinking skills. The details thereof will be spelled out during our presentation.

A brief introduction to teaching games will be provided, an overview of De Bono's work on thinking skills and thinking games will be given and a summary of how these thinking games are incorporated within a learning style- and computer-based tutor of linear programming topics will be explained. It will also be spelled out how these thinking and teaching games can be extended to also include other domains, and a number of demonstrations will be conducted.