Collaborative Game-Based Environment and Assessment Tool for Learning Computational Thinking in Primary School: A Case Study

dc.contributor.authorZapata-Cáceres, María
dc.contributor.authorMartín-Barroso, Estefanía
dc.contributor.authorRomán-González, Marcos
dc.date.accessioned2024-02-09T10:21:35Z
dc.date.available2024-02-09T10:21:35Z
dc.date.issued2021-10-01
dc.description© 20XX IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works DOI: 10.1109/TLT.2021.3111108 https://ieeexplore.ieee.org/abstract/document/9536372?casa_token=KXtBQuJxsIIAAAAA:kE7Fpx2U7ivuWwFKhylpzkSPplVbK2raKbItt7yNREIKegqjDbPZGcd-pwXTXjZEevxjLGB9X_4es
dc.description.abstractComputational thinking (CT) can be considered a 21st century core skill and, accordingly, it should be taught to students at an early age. Nevertheless, the implementation of CT in school curricula is still in an experimental stage, given that different performance metrics remain unclear, including the appropriate age for learning each skill, the significant and achievable computational concepts for each school year, teaching strategies, learning effectiveness, and strategies for assessing development. Based upon constructivist problem-solving learning strategies and supported by a three-dimensional framework, a game-based environment with both individual and collaborative playing modes has been developed as a learning and an assessment tool via learning analytics. Moreover, an exploratory case study has been carried out involving 176 primary school students. Results suggest that this environment is suitable as a learning and assessment tool for CT skills in primary school, providing enduring learning, particularly when it engages the collaborative playing mode. It seems to be better adapted to early primary school stage students, who showed greater improvements and who were able to assimilate more computational concepts than expected. Likewise, special needs or low percentile students benefit even more greatly from the learning tool and especially from the collaborative playing mode. The combination of different assessment methodologies—including CT pre- and posttests, data-driven analytics, direct observation, and questionnaires—provides assessment for each of the framework computational dimensions.es
dc.identifier.citationM. Zapata-Cáceres, E. Martín-Barroso and M. Román-González, "Collaborative Game-Based Environment and Assessment Tool for Learning Computational Thinking in Primary School: A Case Study," in IEEE Transactions on Learning Technologies, vol. 14, no. 5, pp. 576-589, 1 Oct. 2021, doi: 10.1109/TLT.2021.3111108es
dc.identifier.doi10.1109/TLT.2021.3111108es
dc.identifier.issn1939-1382
dc.identifier.issn2372-0050
dc.identifier.urihttps://hdl.handle.net/10115/30229
dc.language.isoenges
dc.publisherIEEEes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.subjectAssessmentes
dc.subjectcollaborative learninges
dc.subjectcomputational thinking (CT)es
dc.subjectearly childhood educationes
dc.subjecteducational gameses
dc.subjectlearning environmentses
dc.subjectprogramminges
dc.titleCollaborative Game-Based Environment and Assessment Tool for Learning Computational Thinking in Primary School: A Case Studyes
dc.typeinfo:eu-repo/semantics/articlees

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