Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review

体验式学习 抽象 计算机科学 阿凡达 数学教育 计算思维 基于游戏的学习 实证研究 建构主义教学法 游戏设计 教学方法 心理学 人机交互 认识论 哲学
作者
Xinyue Wang,Mengmeng Cheng,Xinfeng Li
出处
期刊:Journal of Educational Computing Research [SAGE Publishing]
卷期号:61 (7): 1505-1536 被引量:16
标识
DOI:10.1177/07356331231180951
摘要

Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021. Thirty-nine studies were included in the review and findings suggested that GBL has positive effects on CT, but has non-significant effects on some CT elements (e.g., conditions, triggers, and abstraction) because of limited time to learn these elements and students’ preferences for using CT elements. Game elements, particularly clear goals and rules, progressive challenges, immediate feedback, storyline, avatar, social interaction and various reward mechanisms were used to motivate students to engage in activities to develop CT. Furthermore, single or multiple theoretical foundations, such as constructivist learning theory and experiential learning theory, may guide the design and implementation of game-based activities. Problem-solving, project-based approaches were used to encourage students to use CT to solve problems or complete a project. Finally, guidelines for designing and implementing game-based learning activities for promoting CT were discussed.
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