Abstract Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed.
more »
« less
This content will become publicly available on April 30, 2026
Plan to learn: Improving middle school students' computational thinking through game-based learning
Game-based learning shows great potential as a tool for enhancing students’ computational thinking abilities. However, these approaches in K-12 settings frequently emphasize the teaching of specific computing concepts and programming skills. This approach often overlooks the broader goal of developing students’ computational thinking competency—a set of skills that can be applied across various subjects and aligns with curriculum standards. To address this need, the current study investigated how game-based learning influenced middle school students’ learning performance. One hundred sixty-nine students participated in the study, playing the game over a period of 4 weeks. We observed evidence that the gaming experience significantly influenced the development of computational thinking competency, self-efficacy toward computational thinking, and interest in STEM career after gameplay.
more »
« less
- Award ID(s):
- 1933848
- PAR ID:
- 10656505
- Publisher / Repository:
- American Educational Research Association Annual Meeting, Denver, CO, US.
- Date Published:
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Computational thinking is acknowledged as a fundamental and essential competency that everyone needs to learn for the future. Game-based learning could be a potential platform for improving students’ computational thinking competency with respect to its unique features. However, prior research studies in the field of using games to improve computational thinking draw predominant attention to programming concepts and skills which are fundamental skills of computer science than developing computational thinking competency which students can use across the interdisciplinary. Therefore, the current study investigated how curriculum-oriented game-based learning impacted middle school students’ learning processes, particularly on the development of students’ computational thinking competency, self-efficacy toward computational thinking, and learning engagement in terms of their grade, gender, and prior gaming experience.more » « less
-
Block-based programming languages reduce the need to learn low-level programming syntax while enabling novice learners to focus on computational thinking skills. Game-based learning environments have been shown to create effective and engaging learning experiences for students in a broad range of educational domains. The fusion of block-based programming with game-based learning offers significant potential to motivate learners to develop computational thinking skills. A key challenge educational game developers face in creating rich, interactive learning experiences that integrate computational thinking activities is the lack of an embeddable block-based programming toolkit. Current block-based programming languages, such as Blockly and Scratch, cannot be easily embedded into industry-standard 3D game engines. This paper presents IntelliBlox, a Blockly-inspired toolkit for the Unity cross-platform game engine that enables learners to create block-based programs within immersive game-based learning environments. Our experience using IntelliBlox suggests that it is an effective toolkit for integrating block-based programming challenges into game-based learning environments.more » « less
-
The digital revolution resulted in an increase demand for a computer network workforce prepared by universities and colleges. The Computer Network field however, is complex and unpredictable, making it challenging to study and teach yet educators must prepare graduates who understand concepts, have practical network skills as well the necessary Higher Order Thinking Skills. This paper presents a case study utilizing a new methodology based on a merger of Project-Based Learning, Hands-on Learning, Simulation Based Learning, in a Cognitive Apprenticeship framework. It seeks to increase students’ (i) expertise in Computer Network, (ii) self efficacy and (iii) Higher Order Thinking skills competency levels. After 4 years of implementation, analysis of results shows, despite the COVID-19 pandemic, that students (i) acquired and increased their domain knowledge, (ii) acquired procedural and processed knowledge while solving problems, in given scenarios (iii) increased their self-efficacy in Computer Networks and (iv) increased their Higher Order Thinking skillsmore » « less
-
This study examined the effects of embodied learning experiences on students’ understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot programming tasks, where students used the same CT concepts in a different modality. By explicitly connecting embodied actions with programming tasks, the intervention aimed to enhance students’ comprehension and transfer of CT skills. Forty-four first- and second-grade students participated in the study. The results showed significant improvements in students’ CT competency and positive attitudes toward CT. Additionally, an analysis of robot programming performance identified common errors and revealed how students employed embodied strategies to overcome challenges. The effects of embodied learning and the impact of embodied learning strategies were discussed.more » « less
An official website of the United States government
