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.
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Fostering Middle School Students’ Computational Thinking Competency in Game-based Learning
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.
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- Award ID(s):
- 1933848
- PAR ID:
- 10656509
- Publisher / Repository:
- Association for Educational Communications and Technology (AECT)
- Date Published:
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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