Enhancing student's computational thinking skills with student-generated questions strategy in a game-based learning platform

Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has been shown to improve student's CT skills, students may fail to self-evaluate or debate as they play games, thus failing to develop hig...

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Vydané v:Computers and education Ročník 200; s. 104794
Hlavní autori: Cheng, Yu-Ping, Lai, Chin-Feng, Chen, Yun-Ting, Wang, Wei-Sheng, Huang, Yueh-Min, Wu, Ting-Ting
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Elsevier Ltd 01.07.2023
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ISSN:0360-1315, 1873-782X
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Abstract Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has been shown to improve student's CT skills, students may fail to self-evaluate or debate as they play games, thus failing to develop higher-order thinking. Also not widely explored is how teachers are to practice the CT core competencies during the learning process to cultivate students' problem-solving thinking. As the adoption of student-generated questions (SGQ) is an instructional strategy to promote higher-order thinking, we develop a GBL platform that uses this strategy to enhance students' CT skills, learning motivation, and learning confidence. For this purpose, fifty-three primary school students were recruited for this study, and data were collected during four classes of experimental CT activities. This study shows that the experimental group using the SGQ strategy with a GBL platform exhibited significantly higher CT skills than the control group. In addition, with respect to learning motivation and learning confidence it is found that the experimental group also outperformed the control group. This confirms that integrating the SGQ strategy and CT core competencies fosters higher-order cognitive thinking in students in problem-solving through gamification of the learning environment, resulting in higher motivation and confidence to complete experimental activities. •This study used student-generated questions (SGQ) in game-based learning platform.•This study integrated five core competencies of computational thinking into SGQ.•This result indicated that SGQ enhanced student's computational thinking skills.•It was studied that SGQ could improve student's learning motivation and confidence.•This study confirmed the contribution of SGQ to computational thinking skills.
AbstractList Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has been shown to improve student's CT skills, students may fail to self-evaluate or debate as they play games, thus failing to develop higher-order thinking. Also not widely explored is how teachers are to practice the CT core competencies during the learning process to cultivate students' problem-solving thinking. As the adoption of student-generated questions (SGQ) is an instructional strategy to promote higher-order thinking, we develop a GBL platform that uses this strategy to enhance students' CT skills, learning motivation, and learning confidence. For this purpose, fifty-three primary school students were recruited for this study, and data were collected during four classes of experimental CT activities. This study shows that the experimental group using the SGQ strategy with a GBL platform exhibited significantly higher CT skills than the control group. In addition, with respect to learning motivation and learning confidence it is found that the experimental group also outperformed the control group. This confirms that integrating the SGQ strategy and CT core competencies fosters higher-order cognitive thinking in students in problem-solving through gamification of the learning environment, resulting in higher motivation and confidence to complete experimental activities. •This study used student-generated questions (SGQ) in game-based learning platform.•This study integrated five core competencies of computational thinking into SGQ.•This result indicated that SGQ enhanced student's computational thinking skills.•It was studied that SGQ could improve student's learning motivation and confidence.•This study confirmed the contribution of SGQ to computational thinking skills.
ArticleNumber 104794
Author Wang, Wei-Sheng
Lai, Chin-Feng
Chen, Yun-Ting
Huang, Yueh-Min
Wu, Ting-Ting
Cheng, Yu-Ping
Author_xml – sequence: 1
  givenname: Yu-Ping
  surname: Cheng
  fullname: Cheng, Yu-Ping
  organization: Department of Engineering Science, National Cheng Kung University, Taiwan
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  givenname: Chin-Feng
  surname: Lai
  fullname: Lai, Chin-Feng
  organization: Department of Engineering Science, National Cheng Kung University, Taiwan
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  givenname: Yun-Ting
  surname: Chen
  fullname: Chen, Yun-Ting
  organization: Department of Engineering Science, National Cheng Kung University, Taiwan
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  givenname: Wei-Sheng
  surname: Wang
  fullname: Wang, Wei-Sheng
  organization: Department of Engineering Science, National Cheng Kung University, Taiwan
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  givenname: Yueh-Min
  orcidid: 0000-0001-7052-1272
  surname: Huang
  fullname: Huang, Yueh-Min
  email: huang@mail.ncku.edu.tw
  organization: Department of Engineering Science, National Cheng Kung University, Taiwan
– sequence: 6
  givenname: Ting-Ting
  surname: Wu
  fullname: Wu, Ting-Ting
  organization: Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology, Taiwan
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Keywords Computational thinking
Student-generated questions strategy
Visual programming
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Game-based learning
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Snippet Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has...
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SubjectTerms Blocky game
Computational thinking
Game-based learning
Student-generated questions strategy
Visual programming
Title Enhancing student's computational thinking skills with student-generated questions strategy in a game-based learning platform
URI https://dx.doi.org/10.1016/j.compedu.2023.104794
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