Abstract
Computational thinking (CT) has become an important skill for the new generation, and CT teaching games have been introduced to lower the barriers that novices face in learning programming. However, despite the prevalence of and demand for these games, little is known about the effectiveness of their design or about the principles that are conducive to learning using these games. In this article, we present a project in which we triangulated design research with controlled experiments to evaluate the effectiveness of a computational puzzle design (CPD) framework in guiding the development of CT teaching games for children. Using CT tests, game logs, and a survey, we evaluated the learning outcomes of and engagement with various versions of the game LittleWorld, designed based on various principles of the CPD framework and implemented in Chinese elementary education (n = 202). The results validate the CPD framework and demonstrate that it is a practical and systematic tool for designing CT teaching games. The findings of this study provide design implications concerning (1) the application of meta-gaming and (2) how serious game design research should be conducted.
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Jiangsu, located on the east coast of China, is among the most economically developed provinces in the country and is an important industrial base. The proportion of the provincial population with a primary level of education or higher is much higher than the national average.
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Funding
This study is supported by the Humanities and Social Sciences Youth Foundation, Ministry of Education of the People’s Republic of China, 22YJCZH068, to Xina Jiang, Province-Level Educational Reformation Research, 2021091 and National Natural Science Foundation of China, 62107020, to Yuqin Yang
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Appendix 1: survey questions used to measure engagement
Appendix 1: survey questions used to measure engagement
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(a)
I enjoyed doing this activity very much.
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(b)
This activity was fun to do.
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(c)
I thought that this was an exciting activity.
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(d)
This activity held my attention very well.
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(e)
I would describe this activity as very interesting.
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(f)
I thought that this activity was quite enjoyable.
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(g)
While I was doing this activity, I was thinking about how much I enjoyed it.
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Jiang, X., Harteveld, C., Yang, Y. et al. “If it’s sunny, don’t take an umbrella”: a systematic evaluation of design principles for CT teaching games. Education Tech Research Dev 71, 1725–1763 (2023). https://doi.org/10.1007/s11423-023-10240-1
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DOI: https://doi.org/10.1007/s11423-023-10240-1