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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>W-STEAM card game to develop computational thinking</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Victoria Guimar~aes</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Larissa Pessoa</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ariel Luane Bentes</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raquel Folz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thiago Melo</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rosiane de Freitas</string-name>
          <email>rosianeg@icomp.ufam.edu.br</email>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Bacharelado em Ci</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Bacharelado em Engenharia da Computaca~o</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Bacharelado em Engenharia de Software</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Instituto de Computaca~o - Universidade Federal do Amazonas (UFAM) Manaus - AM</institution>
          ,
          <country country="BR">BRAZIL</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Test tube</institution>
          ,
          <addr-line>Molecule, Graph, Globe Terrestrial, Gears, Microscope, Rocket</addr-line>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>encia da Computaca~o</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Involving girls in playful activities about STEAM (Science, Technology, Engineering, Mathematics) content, that exercise their logical reasoning skills by developing what has now been termed as computational thinking is an ongoing challenge. Therefore, this article discusses aspects of the development and application of a card game that works with elements from Brazilian women STEAM projects, Amazonian culture, and STEAM content in general. Called "ParPow", the game is based on math-computational theory, mainly Euclids principle which indicates that two lines in the plane intersect at just one point, being similar in structure and playability to a well-known card game: Dobble, also known as Spot it. This work discusses the mixed team and the game development process, involving concepts of geometry and mathematical combinatorics, and culminating in an algorithm for automatic generation of the cards in order to satisfy the theory. The game, played individually, in pairs or in groups, works on visual perception and agility, and also working on the four pillars of the computational thinking - abstraction, pattern recognition, decomposition, and algorithm - both for the development of the game and for the understanding of its gameplay. The exposure and application of the game at scienti c and technological fairs demonstrated how engaging, fun, and integrating the ParPow W-STEAM card game is, attracting a diverse audience, from children in early childhood to professional adults.</p>
      </abstract>
      <kwd-group>
        <kwd>card game gender equality mixed teams software development steam women in computing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright c 2020 for this paper by its authors. Use permitted under Creative Com-mons</p>
      <p>License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        Increasingly, the creation of new teaching and learning methodologies are launched
with the purpose of bringing a relaxed atmosphere to the classroom and leisure.
Math-based courses are the most complicated for children and adolescents, in
the western hemisphere of the world, to understand. The teaching of
mathematics is fundamental in our lives, and if it is not worked well from an early age,
it can lead to complications in the future [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One of the ways to alleviate the
di culty with this discipline is to innovate teaching with playful mathematical
concepts and activities that can enable the student to have logical reasoning,
creativity, and the ability to solve problems. In early childhood education, the
fun of teaching mathematics is not only dynamic, but it also makes students feel
more pleasant to learn because they are very interested in playing and games.
The rst contact with the playful makes the students actively participate in the
class.
      </p>
      <p>The purpose of this article is to present the involvement of women in a process
of obtaining steam knowledge in its multiple dimensions, through a card game,
which works with various aspects and dimensions of steam content, whether in
the process of game development or for to applications of dynamics explaining
its gameplay, and also to the act of playing itself. The elements included games,
regional culture, projects to encourage women in computing, science, and gures
representing technologies. Throughout the initiative, we will obtain various
aspects of skills and knowledge according to the age group. This work is organized
as follows. Section 2 addresses the Theoretical Foundation. Section 3 presents
the related works. Section 4 reports the development of the ParPow w-steam
card game, describing the math-computational that underlie the w-steam card
game, and its characteristics. Section 5 presents the experiments and analysis of
the results. In Section 6 we have the nal considerations.
2</p>
    </sec>
    <sec id="sec-3">
      <title>Theoretical Foundation</title>
      <p>Most games to date make it necessary to have reasoning mechanisms for
problemsolving, the same goes for computational thinking that is based on the
fundamental concepts of computer science where it involves logical reasoning and
problem-solving. problems.</p>
      <p>
        Computational thinking [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], is supported by four pillars: (1) decomposition
- is the ability to decompose a big problem into smaller and simpler problems to
solve; (2) pattern recognition - is the ability to perceive similarities between
di erent situations; (3) abstraction - is the ability to lter only the important
parts of the process, ignoring irrelevant things; and, (4) algorithm - is the
ability to join the three previous pillars, in an attempt to develop a set of steps
to solve the problem.
      </p>
      <p>With a wide range of games, it becomes increasingly di cult not to be faced
with a game that does not require one of the four pillars for solving problems
presented in order for the user to go ahead. Games with the intention of requiring
logical reasoning from players are known as Puzzles, where a logical organization
of events and actions is required that often include a mathematical experience,
quick logical reasoning in their resolution, and computational thinking.</p>
      <p>
        Jeannete Wing [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] de ned some characteristics for computational thinking
such as:
{ conceptualize, not code (what many understand to be the act of
programming). He believes that thinking like a computer scientist is more than coding
and requires thinking on multiple levels;
{ fundamental and innate ability, not mechanical;
{ a way that humans, not computers, think. Emphasizes that computational
thinking is the way to solve problems by humans, we are the ones who make
computers exciting and it is from our intelligence that we are able to deal
with problems that we would not even have to deal with;
{ complements and combines mathematical and engineering thinking.
Computer science is based on both mathematical and engineering thinking since
systems interact with the real world;
{ ideas, not artifacts. What will always be important will be how and the
computational concepts we use to solve problems on a daily basis and not
the products themselves developed; and,
{ for everyone, everywhere. Computational thinking must be available to
everyone, seeing the great collaboration that can arise in any area.
      </p>
      <p>
        Wing [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] also addresses that computational thinking involves solving
problems, designing systems, and understanding human behavior, based on the
fundamental concepts of computer science,being widely used in several games, mainly
those considered puzzles, which require thought to solve a speci c problem, where
we always seek to raise the di culty and the best way to solve it.
      </p>
      <p>A theme of many games that explore the pillars of computational thinking
in gameplay is STEAM (Science, Technology, Engineering, Arts, Mathematics).
This is used for the learning of multiple math-based contents in order to have
access points for students' research, dialogue, and critical thinking. This approach
started to be used in educational games to promote interaction with children
based on fun. Furthermore, in the board games industry, computational
thinking is inserted in such a way that a lay player exercises one or more of the four
pillars without realizing it, making the game more thought-provoking.</p>
      <p>Feminist-themed games, as well as the other elements of W-STEAM, are
gaining more and more space in schools and attracting both genders with
increasingly worked gameplay and consequently causing a positive impact on the
dissemination of content about women in several knowledge elds.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Related works</title>
      <p>We can also nd games that cover as much as W-STEAM with an emphasis on
games that empower women, as well as games that have computational
mathematical aspects. Some games can be seen in Table 1.</p>
      <p>
        Most of the games listed in Table 1 are known, but we can analyze above
that games with a feminist theme, Feminaipes [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Wonder Women [5], do
not cover computational mathematical aspects, di erently of some agility games
and with the main characteristic is the recognition of patterns like the games
Flanx [6] and Set [7]
      </p>
      <p>One of the games that stand out is the one called Dobble cite asmodee, also
known as Spot It, which besides having several computational mathematical
aspects, is a world-famous game that attracts several players of di erent age
groups and genres. In contrast, the Dobble game has no feminist aspect and does
not cover the areas of W-STEAM, but it has an extremely strong mathematical
bias starting from the construction of the game until the act of playing.</p>
      <p>In 1976, Jacques Cottereau solved Kirkman's Schoolgirl's mathematical
problem described as follows: Fifteen young maidens from one school walk side by
side, in groups of three, for seven successive days; order them daily, so that two
of them never walk side by side more than once [9].</p>
      <p>This is a combinatorial problem, a branch of logic that deals with
combinations of objects under speci ed criteria. To represent the students' problem,
Cottereau designed an "insect game" with a set of 31 cards with six images of
insects, containing exactly one image shared between each of them.</p>
      <p>Denis Blanchot found letters from Cotterau's "insect games" and based on
the same principle he created the card game known in the world as Dobble, and
only in the United States as Spot It.</p>
      <p>The Dobble - Spot It contains 55 cards, each containing 8 symbols, where,
like the game of insects, the dynamics of the game are summed up that there will
always be a common element between two cards. Therefore, for the realization
of the game proposed in this article, the gameplay and computational theory
behind the Dobble game was chosen, however, the theme turned to W-STEAM
for the development of ParPow.</p>
    </sec>
    <sec id="sec-5">
      <title>ParPow</title>
    </sec>
    <sec id="sec-6">
      <title>W-STEAM card game</title>
      <p>The ParPow W-STEAM card game is a reinterpretation of the commercial card
game Dobble (with a version called Spot It) where the objective is to nd the
symbol in common between two cards. The name ParPow refers to the
popular slang denoted as Pa-Pow that alludes to something that comes and goes,
replacing the Pa with Par, since the game has the purpose of nding the same
symbol on two di erent cards (forming a pair of the symbol). This game allows
the possibility of working with mathematical content involving the four pillars
of computational thinking [13] (pattern recognition, abstraction, decomposition,
and algorithm). This section will present the mathematical-computational
principles on which ParPow is based on. This section will present the
mathematicalcomputational principles on which ParPow is based on. Then, it presents aspects
of the game construction of the proposed version.
4.1</p>
      <p>Euclid's principle and combinatorial geometry games
The ParPow game that has the same mathematical principles and theoretical
foundation as the commercial card game Dobble (and its American version Spot
it). In this section, the main geometric and combinatorial concepts are presented
to understand how to create the game and how to play it. The reference material
used is based on scienti c dissemination articles from online magazines or even
on structured texts on the topic on Internet sites. This section is based on some
literature texts [10], [11], [12].</p>
      <p>The game can be modeled using a mathematical structure called a nite
projective plane. A projective plane is a set of points and lines with the following
axioms:
{ two distinct points de ne a single line;
{ two distinct lines have a single point in common;
{ there are four points such that no line passes through more than two of them.</p>
      <p>A nite projective plane is nothing more than a projective plane with a nite
amount of points and lines. It can be demonstrated from the axioms that, on a
nite projective plane, all lines have the same number of points and there are as
many lines as points. More speci cally, for every nite projective plane, there is
N such that there are N 2 + N + 1 lines, N 2 + N + 1 points, N + 1 lines per point
and N + 1 points per line. The N value is called the plan order.</p>
      <p>Thus, it is possible to create an equivalence between the game and a nite
projective plane. To do this, just consider points equivalent to symbols and lines
equivalent to cards. The plan's properties ensure that all cards have the same
number of symbols and every two cards have exactly one symbol in common.
Figure 1 shows how a deck of 3 symbols per card could be generated in this way.</p>
      <p>Due to the properties of a nite projective plane, this equivalence only
generates complete decks. That is, any other deck with the same number of symbols
per card can be obtained by eliminating cards or changing the symbols associated
with each point.</p>
      <p>Since projective plans must have at least four points, decks with up to three
symbols cannot be constructed in this way. There are two possible complete
decks with less than four symbols. The rst consists of just one card with a
single symbol. The second is composed of three cards: AB, BC, and CA.</p>
      <p>If N is the power of a prime number, then there is a nite projective plane
with order N . For some values, like 6, it has been proved that it does not exist.
Other values remain open.</p>
      <p>During the study of the game Dobble - Spot It, it is noticed that there are
categories separating the icons implicitly to improve the gameplay and increase
the level of di culty, confusing the player when he must identify the symbol that
appears on both cards. However, in the original game, these groups are formed
by simple elements and are di erentiated only by shades of color.</p>
      <p>In contrast, ParPow also has categories to make the player's experience more
interesting, however, in addition to also using color, these groups were separated
into themes.</p>
      <p>The development of the card game and its thematic categories was through
Design Thinking process, involving the phases of immersion, ideation, and
prototyping.</p>
      <p>In the immersion phase, the team was composed of students from the
Cunhat~a Digital project [14], which aims to encourage girls to take science and
technology undergraduate courses. The team was formed by students from the
area of computing and design, with mostly female members. In this way,
questioning was carried out among group members and university students about
which thematic categories would be addressed in the game. It was determined
that the game categories would be divided into the W-STEAM theme, and that
they were de ned as: computing; women's projects in exact sciences; games in
STEAM; Amazonian culture - legends, folklore, fauna, ora; education; science.
In the ideation phase, activities were promoted to generate innovative ideas such
as brainstorming, in which the colors that each group would be represented were
de ned, and which elements would be part of the game categories, which can be
identi ed in Table 2.</p>
      <p>The color of the project's logo
was maintained with the addition of a
pink background for standardization.</p>
      <p>Grey.</p>
      <p>Yellow.</p>
      <p>Purple.</p>
      <p>Orange.</p>
      <p>Blue.</p>
      <p>During the prototyping phase, the team was divided into two parts: creating
the algorithm and creating the icons. The creation of the algorithm was
responsible for one participant of the project while for the creation of the icons, each
participant of the team was in charge of producing and searching in free image
banks the symbols of each category seen in the Table 2. After that, there was a
new division for making the cards and the logo of the game which can be seen
in Figure 2(a).</p>
      <p>In this way, ParPow has a total of 57 symbols listed in Table 2, which are
distributed in 55 cards where each has 8 of these elements. These symbols are
not repeated on the same card, but the same element may appear on another
card in the future. The icons also vary in size over the course of the cards, which
can be seen as small or large, and distributed at random in the assembly of the
cards. The dynamics of the game is that there is only one element in common
between any two cards, as in Figure 2(b).</p>
      <p>(a)
(b)</p>
      <p>In Figure 2(b), the "Cunhant~a Digital" belongs to the category of women's
projects in STEAM and is the element that is repeated in both letters. In ParPow
as well as in Dobble - Spot It, there are several mini-games that consist of the
same principle of nding the equivalent gure, and the player can invent new
dynamics as he prefers.</p>
      <p>The importance of bringing regional elements, projects of women in exact
sciences, educational games, objects of science, computing, and education aims
at the formation of the individual in several areas of knowledge while practicing
a playful activity.</p>
      <p>Knowledge of local culture promotes regional appreciation, as well as
understanding the existence of projects with women active and focused on STEAM
provides empowerment, inspiration, and motivation. Knowing more about
computing, science and education stimulates technological transformation and
instigates curiosity as well as the other categories of the game.
5</p>
    </sec>
    <sec id="sec-7">
      <title>Experiments and Analysis of Results</title>
      <p>The four pillars of computational thinking can be observed from the Design
Thinking software process of development the game, until the act of playing
the game. During the prototyping phase of the game, the students responsible
for building the algorithm up to the design of the cards sharpened their logical
reasoning skills, and the four pillars of the computational thinking could be
observed, as follows in Table 3:</p>
      <p>After that, training was given to the volunteer team of the Digital Cunhant~a
Project, with the purpose of providing an understanding of the game creation
process seen in the Table 3 along with the gameplay, and thus be put into practice
and spread the knowledge acquired at events and fairs.</p>
      <p>The importance of explaining the game to the volunteers was de ned in
disseminating the computational and mathematical subject, ensuring that they
knew the importance of dealing with W-STEAM issues in the game, focusing on
women's projects in exact sciences, in addition to generating curiosity, empower
women and girls, since many would see it as an example and a career possibility.</p>
      <p>In addition, the volunteers themselves were able to acquire the necessary
knowledge, due to the need to expose and explain the game, and had positive
impacts by learning the game's development from the lines of code to the
printing. In addition, they have perfected or developed the ability to speak, and have
more security when exposing themselves to an unknown audience. A large part
of these volunteers are girls from the Cunhat~a Digital project who, throughout
the process, acquired the knowledge proposed by the game and became more
con dent by expressing themselves to others taking some knowledge, and thus,
consequently inspiring other young girls.</p>
      <p>ParPow was exhibited at several fairs and events for students of di erent age
groups. In addition, the game also caught the attention of parents, educators
and professionals in the computing and STEAM elds.</p>
      <p>During the exhibits shown in Table 4, the groups of each age group presented
di erent perceptions according to the four pillars of computational thinking.
Children between 6 to 8 years old showed di culty in abstraction to recognize
the gures because the colors are characterized by theme and an object known
in everyday life did not have its usual color. However, children aged between
8 and 12 years old, found it easier to abstract the images, however, they had
di culty in recognizing patterns, that is, recognizing the identical gure in the
opponent's card. Students over the age of 12 found no impediments during the
game and showed more competitiveness than younger children. Figure 3 shows
students and participants in technological and scienti c fairs playing ParPow.</p>
      <p>It is noticed that the students concentrated on larger gures and sought the
combination in their colleague's letter, being characterized by the Algorithm
pillar previously seen in Table 5. However, the minor elements were recognized
last, only in cases where the player has identi ed the major element in his card
and was looking for the combination in the cards of the other players.</p>
      <p>Some di culties in the gameplay were also noticeable, such as the fact that
some elements are unknown to some players, such as test tube, graph, Hanoi
tower, and the abacus. On the other hand, after playing a few times, it was
noticeable that at each game the students understood and learned more about the
elements according to which they exercised the pillars of computational
thinking. Besides, most of the students wished to learn about women's projects in
the exact sciences exhibited at ParPow and to learn a little about the
mathematical theory behind the game. Besides, a portion of the students and parents
who knew the game asked for the possibility of purchasing or samples. Some
educators also attended one of the exhibitions and were interested in using the
game in schools with the purpose of teaching geometry and combination.</p>
      <p>The category of women STEAM projects provided greater knowledge for the
Cunhant~a Digital project volunteer team, as many of them did not know about
other projects related to the STEAM purpose. At one of the game's exhibits,
volunteers from other projects felt represented in the game. With this
representation, the game was publicized on the social networks of the projects present in
the cards, as an incentive to know the gameplay and the understanding of the
computational geometry and combinatorial theory.</p>
    </sec>
    <sec id="sec-8">
      <title>Concluding Remarks</title>
      <p>The card game ParPow addressed aspects of Women in STEAM (Science,
Technology, Engineering, Arts, and Mathematics), exploring several dimensions. The
proposal for thematic categories made it possible to revisit: W (Women) STEAM
projects; W-STEAM card and other board games; Amazonian culture;
education; and science in general. The game is based on math-computational
theoretical concepts, such as computational geometry and combinatorics, being an
intersection game, and having commercial versions called Dobble and Spot it.</p>
      <p>In this way, ParPow was accepted in the community and promoted STEAM
knowledge in computational geometry, combinatorial games, computational
thinking, and program coding for the students responsible for the development of this
game, but also for those that promote the exhibition at the educational and
technological fairs, and who those to receive the information and played the ParPow
w-steam card game, allowing di erent people of di erent age groups to contact
with W-STEAM contents, stimulating the computational thinking of those who
teach and whose plays, in addition to providing space for girls to be heard by
several di erent audiences talking about the importance of more women in STEAM.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgement</title>
      <p>This research work was partially funded by the Coordenaca~o de
Aperfeicoamento de Pessoal de N vel Superior - Brasil (CAPES) -
Finance Code 001, and by the "Conselho Nacional de Desenvolvimento
Cient co e Tecnologico" (CNPq), and the "Fundaca~o de Amparo a
Pesquisa do Estado do Amazonas" (FAPEAM). ALso, this work is
part of the scienti c production of the "Optimization, Algorithms,
and Computational Complexity" (ALGOX) research group of the
IComp/UFAM and CNPq, and the Cunhant~a Digital project.
5. Foyles. Wonder Women: A Happy Families Card Game.</p>
      <p>Dispon vel em: https://www.foyles.co.uk/witem/childrens/
wonder-women-a-happy-families-card-game,laurence-king-9781786272362.</p>
      <p>Ultimo acesso: 31 Ago 2020.
6. Expand your game. Flanx: Review. Dispon vel em: https://expandyourgame.</p>
      <p>blogspot.com/2019/02/flanx-review.html. Ultimo acesso: 31 Ago 2020.
7. Davis, Benjamin Lent, and Diane Maclagan. The card game SET. The Mathematical</p>
      <p>Intelligencer 25.3 (2003): 33-40.
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SEMAT</p>
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geometry&amp;id=19. Ultimo acesso 13 Jun 2020.
12. Polster, B. 2015. The Intersection Game, Math Horizons, 22:4, 8-11,
DOI: 10.4169/mathhorizons.22.4.8. Dispon vel em: https://www.maa.org/sites/
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2020.
13. V. Silva; A. Souza; D. Morais. Pensamento Computacional no Ensino de
Computaca~o em Escolas: Um Relato de Experi^encia de Estagio em Licenciatura em
Computaca~o em Escolas Publicas. In: Congresso Regional Sobre Tecnologias na
Educaca~o, 2016, Natal. Anais do Congresso Regional sobre Tecnologias na Educaca~o,
v. 1667. p. 324-325. 2016.
14. Lauschner, T., deFreitas, R., Nakamura, F., and Lobo, L. Cunhanta~
digital: programa de incentivo a participaca~o de mulheres da regia~o
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in Information Technology (WIT), pages 2656{2660, Dispon vel em:
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    </sec>
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