Enhancing middle school students' computational thinking competency through game-based learning

被引:0
|
作者
Pan, Yanjun [1 ]
Adams, Elizabeth L. [2 ]
Ketterlin-Geller, Leanne R. [1 ]
Larson, Eric C. [3 ]
Clark, Corey [3 ,4 ]
机构
[1] Southern Methodist Univ, Simmons Sch Educ & Human Dev, Res Math Educ, Expressway Tower,6116 N Cent Expressway,Suite 1150, Dallas, TX 75205 USA
[2] Amer Inst Res, Educ Syst & Policy, Arlington, VA USA
[3] Southern Methodist Univ, Dept Comp Sci, Dallas, TX USA
[4] Southern Methodist Univ, SMU Guildhall, Dallas, TX USA
基金
美国国家科学基金会;
关键词
Computational thinking; Game-based learning; Self-efficacy; Engagement; SELF-EFFICACY; ENGAGEMENT; ROBOTICS; BELIEFS; SKILLS;
D O I
10.1007/s11423-024-10400-x
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页数:29
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