KnE Social Sciences
ISSN: 2518-668X
The latest conference proceedings on humanities, arts and social sciences.
Implementation of Computational Thinking through Game-Based Learning: A Systematic Literature Review
Published date: Apr 03 2024
Journal Title: KnE Social Sciences
Issue title: International Conference on Mathematics and Science Education (ICMScE 2022): Learning Materials and Modules
Pages: 807–813
Authors:
Abstract:
Computational thinking (CT) is one of the 21
References:
[1] Hunsaker P, Pavett C, Hunsaker J. Increasing student-learning team effectiveness with team charters. J Educ Bus. 2011;86(3):127–39.
[2] Cuny J, Snyder L, Wing JM. Demystifying computational thinking for noncomputer scientist., 2010.
[3] Kraska T. Mathematical modeling in secondary chemistry education: chromatography. World Journal of Chemical Education. 2020;8(3):114–21.
[4] Rifa I. Koleksi games edukatif di dalam dan luar sekolah. Yogyakarta: FlashBooks; 2012.
[5] Cahyo AN. Gudang permainan kreatif khusus asah otak kiri anak. Yogyakarta: FlashBooks; 2011.
[6] Yakin RQ, Suwindra NP, Mardana BP. Pengembangan media pembelajaran game edukasi fisika untuk meningkatkan motivasi dan prestasi belajar siswa pada materi gerak-gerak lurus. Jppf. 2018;8(2):2599–2554.
[7] Snyder H. Literature review as a research methodology: an overview and guidelines. J Bus Res. 2019;104:333–9.
[8] Kao CP, Wu YT, Chang YY, Chien HM, Mou TY. Understanding web-based professional development in education: the role of attitudes and self-efficacy in predicting teachers’ technology-teaching integration. Asia-Pac Educ Res. 2020;29(5):405–15.
[9] Menon D, Romero M, Viéville T. Computational thinking development and assessment through tabletop escape games. International Journal of Serious Games. 2019;6(4):3–18.
[10] Chongo S, Osman K, Nayan NA. Impact of the plugged-in and unplugged chemistry computational thinking modules on achievement in chemistry. Eurasia J Math Sci Technol Educ. 2021;17(4):em1953. https://doi.org/10.29333/ejmste/10789.
[11] Tsarava K, Moeller K, Pinkwart N, Butz M, Trautwein U, Ninaus M. “Training computational thinking: Game-based unplugged and plugged-in activities in Primary School.,” In: 11th European Conference on Game-Based Learning ECGBL 2017 (2017).
[12] Y.-C. Chen, “Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement,.” EURASIA Journal of Mathematics, Science and Technology Education. vol. 13, no. 7, p. 2017. https://doi.org/10.12973/eurasia.2017.00711a.
[13] C.-C. Chang, C.A. Warden, C. Liang, and G.-Y. Lin, “Effects of digital game-based learning on achievement, flow and overall cognitive load.,” Australasian Journal of Educational Technology. vol. 34, no. 4, p. 2018. https://doi.org/10.14742/ajet.2961.
[14] Turchi T, Fogli D, Malizia A. Fostering computational thinking through collaborative game-based learning. Multimedia Tools Appl. 2019;78(10):13649–73.
[15] Yunus E, Zaibon SB. Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL) Elements [iJIM]. International Journal of Interactive Mobile Technologies. 2021;15(20):50–67.
[16] Dwi Septiyanti N, Shih JL, Zakarijah M. Fostering computational thinking through unplugged and robotic collaborative game-based learning on primary school students. Am J Educ Res. 2020;8(11):866–72.