2021
DOI: 10.1007/s10639-021-10515-1
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Co-design of mini games for learning computational thinking in an online environment

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Cited by 46 publications
(40 citation statements)
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References 71 publications
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“…Results obtained from this research support previous studies [24], where participants gained relevant knowledge on also CT using games. This also correlates with other work, where an environment for learning programming such as Scratch was used to ensure motivation and empowerment of students [4], and these positive effects of the Guided Scratch VEE match earlier research studies [32][33][34].…”
Section: Discussion Of Findingssupporting
confidence: 89%
See 1 more Smart Citation
“…Results obtained from this research support previous studies [24], where participants gained relevant knowledge on also CT using games. This also correlates with other work, where an environment for learning programming such as Scratch was used to ensure motivation and empowerment of students [4], and these positive effects of the Guided Scratch VEE match earlier research studies [32][33][34].…”
Section: Discussion Of Findingssupporting
confidence: 89%
“…Students have traditionally encountered difficulties and misconceptions on the concepts learned [22]. Along with the learning of programming, researchers and educators in higher education aim to improve student computational thinking (CT) skills using appropriate interventions [23] and approaches using games for teaching and learning, CT principles, and concepts [24].…”
Section: Introductionmentioning
confidence: 99%
“…Relying on the literature review, researchers discovered that six types of tools were used in developing CT in mathematics education. The tools are teaching method (Cheng et al, 2017;Çoban & Korkmaz, 2021;Critten et al, 2021;Fang et al, 2017;Jeng et al, 2020;Marcelino et al, 2018;Matere et al, 2021;Menolli & Neto, 2021;Mouza et al, 2017;Quitério Figueiredo, 2017;Relkin et al, 2021;Rich et al, 2021;Sung & Black, 2020;Tucker-Raymond et al, 2021;Yildiz Durak, 2020), game-based learning (Agbo et al, 2021;Croff, 2017;Hooshyar et al, 2021;Menolli & Neto, 2021;Ng & Cui, 2021), coding programming (Critten et al, 2021;Deng et al, 2020;Fanchamps et al, 2019;Marcelino et al, 2018;Mecca et al, 2021;Ng & Cui, 2021;Özmutlu et al, 2021;Piedade et al, 2020;Quitério Figueiredo, 2017;Relkin et al, 2021;Rich et al, 2021;Ríos Félix et al, 2020;Shorey et al, 2021;Silva et al, 2021;Sun et al, 2021a;Sung & Black, 2020;Yi Wu & Sheng Su, 2021;Yildiz Durak, 2020), robotic activities (Critten et al, 2021;…”
Section: The Most Populated Tools Used To Develop Ct In Mathematics E...mentioning
confidence: 99%
“…In developing CT in education, game-based learning accounts for just 11% of the total. In non-ASEAN nations, four studies were carried out (Agbo et al, 2021;Croff, 2017;Hooshyar et al, 2021;Menolli & Neto, 2021). Croff (2017) investigated the effect of the scalable game design (SGD) and ITEST uGame-iCompute project on students' CT in the USA.…”
Section: Game-based Learningmentioning
confidence: 99%
“…Adaptive educational games provide a motivating learning environment that is reinforced with a personalized learning experience which ensures that the learner takes charge of the learning process. In recent times, artificial intelligence techniques have played a key role in realizing adaptivity features in educational games, including areas such as path finding, role-playing elements, adaptive game engine, macro-adaptivity, dynamic difficulty adjustment, non-player character's behavior, adaptation of challenge ordering and selection [72,[76][77][78][79]. The ELEKTRA game [80] is an example of the application of serious game in the context of personalized learning.…”
Section: Serious Gamesmentioning
confidence: 99%