Cited by 3Teaching and Learning ProgrammingEducational Games and GamificationAugmented Reality Applications

Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games

Open access
Gardeli, Anna, Vosinakis, Spyros·2025·Discover Education

Abstract

This paper explores the integration of student-generated challenges (SGC) within tangible mobile augmented reality (TMAR) games as a strategy to enhance computational thinking (CT) skills in young learners. CT, which includes problem-solving, abstraction, and algorithmic reasoning, is a vital competency for success in the digital age. TMAR technology uniquely combines physical and digital interactions, providing immersive, hands-on experiences that engage students in real-world problem-solving and make CT skill development more intuitive and compelling. By incorporating SGC, a learner-centered approach where students create their own content – in our case, design challenges – for themselves or peers, the proposed method promotes creativity, critical thinking, and learner agency in game-based learning. The effectiveness of this approach was compared to a gameplay-only method in a single-session experiment involving 33 elementary students, aged 8 to 10 years, randomly assigned to experimental (SGC with gameplay) and control (gameplay-only) groups. Although no statistically significant differences were found, the experimental group outperformed the control group with a moderate effect size (Cohen’s d = 0.48, partial η² = 0.058), suggesting a potentially meaningful impact of SGC on CT development. Findings from this exploration revealed positive attitudes toward learning and increased engagement with the SGC strategy. The study also identified challenges and provided valuable insights for more effective integration of student-generated challenges within TMAR games. The paper concludes with design considerations aimed at enhancing CT development, enriching learning experiences, and guiding future research in this area.

AI snapshot

Written from the paper’s full text.

TL;DR

This study tested whether adding student-generated challenges (SGC) to a tangible mobile augmented reality (TMAR) game improved young students’ computational thinking (CT), motivation, and attitudes compared with gameplay-only. Both groups improved, but the SGC group’s advantage was not statistically significant after a single session.

Key findings

  • Both conditions showed pre-to-post learning gains: control mean rose from 7.56 to 9.31, while experimental mean rose from 9.82 to 11.76.
  • ANCOVA found no significant group effect on post-test scores, F(1, 30) = 1.86, p = .183, partial η² = 0.058; mixed-effects model also found no significant group effect, β = 0.47, z = 0.81, p = .415, 95% CI [-0.66, 1.61].
  • Team membership explained substantial variance: ICC = 0.52, meaning over half of post-test score variability was attributable to clustering within teams.
  • Enjoyment was high in both groups (means 4.50–4.72 out of 5), but 16 of 17 experimental-group participants preferred the challenge design phase, describing it as “more fun” and engaging.

Methods

  • Between-subjects, single-session experiment with 33 elementary students from Greece, aged 8–10, randomly assigned to experimental (n = 17, SGC plus gameplay) or control (n = 16, gameplay-only) conditions.
  • Students played in teams of two or three; experimental teams designed challenges for opposing teams, while control teams solved predefined system-generated challenges.
  • Measures included a five-item CT pre/post-test on sequence, repetition, conditional logic, and debugging; an enjoyment questionnaire; think-aloud/observation; and server logging of student-generated challenges. Analysis used ANCOVA and a linear mixed-effects model with team as a random intercept.

Limitations

  • The paper states the single-session format may not capture long-term learning, the small sample limited statistical power, and the five-item CT test offered broad but shallow coverage with modest internal consistency.
  • The paper also states that fatigue, distraction, and peer influence may have affected test and questionnaire reliability, and that strong team effects complicated assessment of individual understanding.
  • Evident from the text: students’ SGC sometimes omitted key concepts such as “repeat,” teachers had no control over SGC difficulty, and usability issues included unstable map-token display, physical fatigue from holding devices, and turn-based downtime.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1007/s44217-025-00899-4

Cites

47 of 47 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

6 of 60 cited sources checked · 5 supported · 0 flagged · accuracy not yet measured

  • Findingown data

    The SGC group showed improved learning gains.

    “While no significant group differences emerged after a single session, the SGC group showed improved learning gains and positive effects on motivation and experience.”
    • Also stated in: § 4.2 Pre-and Post-Test outcomes · hedged
      “the control group's mean score increased from 7.56 to 9.31, while the experimental group's mean Rose from 9.82 to 11.76, indicating a slightly larger gain in the experimental group.”
    Quote in the paperSubstantial claim
  • Findingown data

    No significant group differences emerged after a single session.

    “While no significant group differences emerged after a single session, the SGC group showed improved learning gains and positive effects on motivation and experience.”
    • Also stated in: § 4.2 Pre-and Post-Test outcomes · plain
      “Results showed no significant effect of group on post-test scores (Table 5), F(1, 30) = 1.86, p = .183,partial η² = 0.058.”
    • Also stated in: § 4.2 Pre-and Post-Test outcomes · plain
      “Consistent with the ANCOVA results, the fixed effect of group was not significant (Table 6): β = 0.47, z = 0.81, p = .415,95% CI [-0.66, 1.61].”
    Quote in the paperSubstantial claim
  • Findingown data

    The control group's mean score increased from 7.56 to 9.31.

    “the control group's mean score increased from 7.56 to 9.31, while the experimental group's mean Rose from 9.82 to 11.76, indicating a slightly larger gain in the experimental group.”
    Quote in the paperNot a substantial claim
  • Findingown data

    The experimental group's mean rose from 9.82 to 11.76.

    “the control group's mean score increased from 7.56 to 9.31, while the experimental group's mean Rose from 9.82 to 11.76, indicating a slightly larger gain in the experimental group.”
    Quote in the paperNot a substantial claim
  • Findingreasoning

    Another notable observation was the physical strain students experienced while interacting with the TMAR game.

    “Another notable observation was the physical strain students experienced while interacting with the TMAR game.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. 84
  • May combine two claims. 85
  • The quote only partly states this claim. 1
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    AR enables active learning, allowing students to engage with content in real-time, which helps them visualize and understand abstract concepts in more accessible ways.

    “By overlaying digital elements onto the physical world, AR enables active learning, allowing students to engage with content in real-time, which in turn helps them visualize and understand abstract concepts in more accessible ways [45].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [45] Ciloglu T, Ustun AB. The effects of mobile AR-based biology learning experience on students’ motivation, self-efficacy, and attitudes in online learning. J Sci Edu Technol. 2023;32(3):309–37. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Díaz-Lauzurica and Moreno-Salinas used the Blockly game platform to foster CT skills, which boosted students' motivation and served as an effective teaching tool for cultivating CT.

    “For instance, Díaz-Lauzurica and Moreno-Salinas [33] utilized the Blockly game platform to foster CT skills, which not only boosted students' motivation but also served as an effective teaching tool for cultivating CT.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [33] Díaz-Lauzurica B, Moreno-Salinas D. Computational thinking and robotics: A teaching experience in compulsory secondary education with students with high degree of apathy and demotivation. Sustainability. 2019;11(18):5109. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Game-based learning can foster collaboration among students, essential communication and teamwork skills, which are critical in developing computational thinking and preparing students for STEM fields.

    “Game-based learning can be an effective approach to foster collaboration among students, essential communication and teamwork skills, which are critical in developing computational thinking (CT) and preparing students for STEM fields [38].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [38] Dichev C, Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int J Educational Technol High Educ. 2017;14:1–36. source

      The review reports positive effects on student collaboration and increased communication in its study summary (Endnotes, p. 29). But it reviews gamification rather than game-based learning, and it does not establish that these effects develop computational thinking or prepare students for STEM fields; its discussion of STEM studies notes how few were available (What subjects are gamified?, p. 7). (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Current research leans towards more intuitive approaches and languages to enhance computational techniques and understanding, acknowledging that the complex syntax of traditional programming languages poses a barrier for beginners.

    “Current research leans towards more intuitive approaches and languages to enhance computational techniques and understanding [8,18], acknowledging that the complex syntax of traditional programming languages poses a barrier for beginners [29].”
    Quote in the paperNot a substantial claim1 of 3 sources checked
    • cites [8] Gong X, Xu W, Yu S, Ma J, Qiao A. Enhancing computational thinking and Spatial reasoning skills in gamification programming learning: A comparative study of tangible, block and paper-and‐pencil tools. British Journal of Educational Technology; 2024. source
    • cites [18] Hsu TC, Chang SC, Hung YT. How to learn and how to teach computational thinking: suggestions based on a review of the literature. Comput Educ. 2018;126:296–310. source
    • cites [29] Brennan K, Resnick M. (2012, April). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada (Vol. 1, p. 25).

      Not checked in the free run.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Both visual and tangible approaches improve CT skills, with tangible methods particularly beneficial for teaching abstraction and decomposition.

    “Research shows both visual and tangible approaches improve CT skills, with tangible methods particularly beneficial for teaching abstraction and decomposition [8].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [8] Gong X, Xu W, Yu S, Ma J, Qiao A. Enhancing computational thinking and Spatial reasoning skills in gamification programming learning: A comparative study of tangible, block and paper-and‐pencil tools. British Journal of Educational Technology; 2024. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The use of 3D visuals in mobile AR applications improves comprehension by providing students with visual representations of difficult concepts.

    “The use of 3D visuals in mobile AR applications further improves comprehension by providing students with visual representations of difficult concepts, thus enhancing their understanding [47].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [47] Madhankumar S, Sankar TP, Thomas SS, Brundhavani G, Paul P, Girishkumar V. (2021, February). Development of Mobile Application Incorporating Augmented Reality for E-education and Training Systems. In IOP Conference Series: Materials Science and Engineering. IOP Publishing. source
  • May combine two claims.

    Findingown data

    The SGC group showed positive effects on motivation and experience.

    “While no significant group differences emerged after a single session, the SGC group showed improved learning gains and positive effects on motivation and experience.”
    • Also stated in: § 4.1 Student enjoyment and engagement · hedged
      “In contrast, the experimental group's responses were not only highly positive but also more consistent, with lower standard deviations (0.46-0.60) and higher minimum scores (no rating below 3 or 4).”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • May combine two claims.

    Findingcitation

    The participants were elementary school students from Greece, aged 8 to 10 years old, with prior experience using the BeeBot robot to learn basic computational concepts.

    “The participants were elementary school students from Greece, aged 8 to 10 years old, with prior experience using the BeeBot robot [28] to learn basic computational concepts.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [28] Misirli A, Komis V. Computational thinking in early childhood education: the impact of programming a tangible robot on developing debugging knowledge. Early Child Res Q. 2023;65:139–58. source
  • May combine two claims.

    Findingown data

    Although group differences did not reach significance, the estimated marginal means indicated a small advantage for the experimental group (M = 3.74) over the control group (M = 3.28), corresponding to a moderate effect size (Cohen's d = 0.48; Hedges' g = 0.47).

    “Although group differences did not reach significance, the estimated marginal means indicated a small advantage for the experimental group (M = 3.74) over the control group (M = 3.28), corresponding to a moderate effect size (Cohen's d = 0.48; Hedges' g = 0.47) (Table 8).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Performance on backward commands was mixed, showing variability in grasping this more complex concept, where the control group had a slight advantage.

    “Performance on backward commands was mixed, showing variability in grasping this more complex concept, where the control group had a slight advantage.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Both groups demonstrated comparable foundational computational thinking skills, with the experimental group starting slightly ahead.

    “Both groups demonstrated comparable foundational computational thinking skills, with the experimental group starting slightly ahead.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The experimental group's responses were highly positive and more consistent, with lower standard deviations (0.46-0.60) and higher minimum scores (no rating below 3 or 4).

    “In contrast, the experimental group's responses were not only highly positive but also more consistent, with lower standard deviations (0.46-0.60) and higher minimum scores (no rating below 3 or 4).”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • May combine two claims.

    Findingown data

    While SGC didn't significantly improve CT skills or conceptual understanding when compared to gameplay alone, there was evidence of increased enjoyment and engagement during the design phase, with educators and researchers noting higher levels of participation and a positive shift in behavior.

    “While SGC didn't significantly improve CT skills or conceptual understanding when compared to gameplay alone, there was evidence of increased enjoyment and engagement during the design phase, with educators and researchers noting higher levels of participation and a positive shift in behavior.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    SGC was generally more complex and difficult than the predefined challenges, reflecting a noticeable shift in the students' approach to game design.

    “A key finding was that SGC was generally more complex and difficult than the predefined ones, reflecting a noticeable shift in the students' approach to game design.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The mixed-effects results corroborated the ANCOVA: no reliable group effect was detected, but substantial between-team variation was evident.

    “Taken together, the mixed-effects results corroborated the ANCOVA: no reliable group effect was detected, but substantial between-team variation was evident.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingnone given

    In total, 33 students were randomly allocated into one of two conditions.

    “In total, 33 students were randomly allocated into one of two conditions.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    While both groups rated their experiences favorably, there were minimal differences in means and variability, which do not strongly favor the experimental condition.

    “While both groups rated their experiences favorably, there were minimal differences in means and variability, which do not strongly favor the experimental condition.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Team membership explained a substantial proportion of variance: the estimated team-level variance was 0.548 and the residual variance 0.509, yielding an intraclass correlation coefficient (ICC) of 0.52.

    “Importantly, the random-effects results indicated that team membership explained a substantial proportion of variance: the estimated team-level variance was 0.548 and the residual variance 0.509, yielding an intraclass correlation coefficient (ICC) of 0.52 (Table 7).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Both the control and experimental groups reported very positive responses across all questionnaire items, with mean scores ranging from 4.50 to 4.72 out of 5.

    “Both the control and experimental groups reported very positive responses across all questionnaire items, with mean scores ranging from 4.50 to 4.72 out of 5.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • May combine two claims.

    Findingown data

    Precise movements and gestures for gameplay further exacerbated the strain, and the device size and weight led to discomfort and, in some cases, pain.

    “Precise movements and gestures for gameplay further exacerbated the strain, and the device size and weight led to discomfort and, in some cases, pain.”
    Quote in the paperSubstantial claim
  • May combine two claims. The quote only partly states this claim.

    Findingown data

    The control group showed greater variability on Q3 and Q4, with standard deviations close to 1 and minimum scores as low as 1.

    “However, the Fig. 5 Example of pre-and post-test questions control group showed greater variability, particularly on Q3 (”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • May combine two claims.

    Findingown data

    Most students understood sequence concepts reasonably well, as only a few missed the first two pre-test questions.

    “Most students understood sequence concepts reasonably well, as only a few missed the first two pre-test questions.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Researchers and educators observed increased student participation and creativity during the design phase.

    “This enthusiasm was further supported by researchers and educators, who observed increased student participation and creativity during the design phase.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    In the experimental group, Team A showed clear improvement overall, but all members answered the final question incorrectly on the post-test despite initially answering it correctly.

    “For example, in the experimental group, Team A showed clear improvement overall, but all members answered the final question incorrectly on the post-test despite initially answering it correctly, likely due to a teammate's misconception.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The majority of participants rated enjoyment as 'very high,' with a mean score of 4.69 for Q1 and Q3.

    “Τhe majority of participants rated enjoyment as 'very high, ' with a mean score of 4.69 for Q1 (”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • Classified as probably not a substantial claim.

    Premisecitation

    Visual and tangible programming have emerged as effective strategies to support CT development.

    “To support CT development, visual and tangible programming have emerged as effective strategies.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Tangible Mobile Augmented Reality enhances knowledge acquisition, motivation, interaction, and collaboration, fostering positive attitudes and improved performance.

    “TMAR enhances knowledge acquisition, motivation, interaction, and collaboration [17], fostering positive attitudes and improved performance [15].”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites [17] Garzón J, Pavón J, Baldiris S. Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality. 2019;23(4):447–59. source
    • cites [15] Fotaris P, Pellas N, Kazanidis I, Smith P. (2017, October). A systematic review of Augmented Reality game-based applications in primary education. In Memorias del XI Congreso Europeo en Aprendizaje Basado en el Juego Graz (pp. 181–191).

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisecitation

    Computational thinking implies breaking down complex problems into manageable sub-problems, creating well-defined steps, transferring solutions, and utilizing computers to automate processes.

    “CT implies breaking down complex problems into manageable sub-problems, creating a series of well-defined steps to resolve an issue, transferring solutions to similar scenarios, and utilizing computers to automate processes [24].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [24] Kalelioglu F, Gülbahar Y, Kukul V. A framework for computational thinking based on a systematic research review. Baltic J Mod Comput. 2016;4(3):583.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Game-based learning promotes active learning, requiring students to make decisions, test hypotheses, and receive immediate feedback.

    “This approach promotes active learning, requiring students to make decisions, test hypotheses, and receive immediate feedback [30].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [30] Gee JP. What video games have to teach Us about learning and literacy. Computers Entertainment (CIE). 2003;1(1):20–20. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given

    Nurturing creativity enhances students' adaptability and flexibility.

    “Additionally, nurturing creativity enhances students' adaptability and flexibility, which are critical in today's fast-paced technological landscape.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    The study was implemented as a single-session intervention.

    “The study was implemented as a single-session intervention, reflecting the practical realities of classroom-based research with elementary students and aligning with similar exploratory studies in CT education.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Computational thinking entails employing computer science principles and methodologies to define problems and plan solutions.

    “Computational Thinking (CT) entails employing computer science principles and methodologies to define problems and plan solutions [23].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [23] Shute VJ, Sun C, Asbell-Clarke J. Demystifying computational thinking. Educational Res Rev. 2017;22:142–58. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given

    Game-based learning has long been recognized as an effective tool for teaching computational thinking, particularly in STEM education.

    “Game-based learning (GBL) has long been recognized as an effective tool for teaching computational thinking (CT), particularly in STEM education.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given

    Creativity promotes divergent thinking, enabling students to generate multiple solutions to complex problems.

    “Creativity promotes divergent thinking, enabling students to generate multiple solutions to complex problems-an essential skill for navigating the challenges of a rapidly evolving world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    AR-based games, when designed effectively, align closely with real-world structures, incorporating clear educational objectives, defined roles, and relevant feedback to foster meaningful learning.

    “AR-based games, when designed effectively, align closely with real-world structures, incorporating clear educational objectives, defined roles, and relevant feedback to foster meaningful learning [44].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [44] Fotouhi-Ghazvini F, Earnshaw RA, Robison D, Excell PS. (2009). Designing augmented reality games for mobile learning using an instructional-motivational paradigm. In 2009 International Conference on CyberWorlds (pp. 312–319). IEEE. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given

    The SGQ strategy can enhance students' motivation and drive for self-actualization, fostering a deeper personal connection to the learning process.

    “Furthermore, the SGQ strategy can enhance students' motivation and drive for self-actualization, fostering a deeper personal connection to the learning process Fig. 1.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Mobile Augmented Reality overlays virtual content onto the physical world, boosting motivation and learning outcomes.

    “MAR overlays virtual content onto the physical world, boosting motivation and learning outcomes [16], and aligns well with constructivist strategies promoting active, collaborative, and situated learning.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [16] Sırakaya M, Alsancak Sırakaya D. Augmented reality in STEM education: A systematic review. Interact Learn Environ. 2022;30(8):1556–69. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Game-based learning is typically applied in two ways: an instructionist approach where students play serious games, and a design-centric approach where students create games.

    “Game-based learning (GBL) is typically applied in two ways: (a) an instructionist approach, where students play serious games [12] and (b) a designcentric approach, where students create games [13].”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [12] Fullerton T. Play-centric games education. Computer. 2006;39(6):36–42. source
    • cites [13] Van Staalduinen JP, De Freitas S. A game-based learning framework: linking game design and learning outcomes. Volume 53. Learning to Play: Exploring the Future of Education with Video Games; 2011. pp. 29–45.

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given

    For learners aged 8-10, extended interventions can introduce fatigue and off-task behavior, whereas short, focused sessions are pedagogically appropriate for sustaining attention and motivation.

    “For learners aged 8-10, extended interventions can introduce fatigue and off-task behavior, whereas short, focused sessions are pedagogically appropriate for sustaining attention and motivation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisenone given

    Game design fosters creativity and problem-solving, while gameplay supports engagement and skill acquisition.

    “Both offer distinct benefits-game design fosters creativity and problem-solving, while gameplay supports engagement and skill acquisition.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Game-based learning environments often incorporate collaborative elements, where students engage in problem-solving, exchange strategies, and support each other's learning to enhance outcomes.

    “Game-based learning environments often incorporate collaborative elements, where students engage in problem-solving, exchange strategies, and support each other's learning to enhance outcomes [36].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [36] Sun C, Shute VJ, Stewart AE, Beck-White Q, Reinhardt CR, Zhou G, D’Mello SK. The relationship between collaborative problem solving behaviors and solution outcomes in a game-based learning environment. Comput Hum Behav. 2022;128:107120. source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Integrating creativity into the CT process is particularly significant in educational settings.

    “Integrating creativity into the CT process is particularly significant in educational settings [42].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [42] Brooks E, Sjöberg J. (2020). A designerly approach as a foundation for school children’s computational thinking skills while developing digital games. In Proceedings of the interaction design and children conference (pp. 87–95). source
  • May combine two claims.

    Premisecitation

    The SGQ approach helps students develop a deeper understanding of the subject matter, shifting from mere knowledge acquisition to active use of knowledge and a sense of ownership over the content they are learning.

    “This approach helps students develop a deeper understanding of the subject matter, shifting from mere knowledge acquisition to active use of knowledge and a sense of ownership over the content they are learning [43].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [43] Devon J, Paterson JH, Moffat DC, McCrae J. Evaluation of student engagement with peer feedback based on student-generated MCQs. Innov Teach Learn Inform Comput Sci. 2012;11(1):27–37. source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisereasoning

    Embracing students' creative expressions within CT activities empowers them to take ownership of their learning while fostering collaboration, communication, and critical thinking.

    “Embracing students' creative expressions within CT activities empowers them to take ownership of their learning while fostering essential skills such as collaboration, communication, and critical thinking-all vital for success in the digital age.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    [35] highlighted that game-based learning transforms teachers into active participants and facilitators, in contrast to the traditional approach where teachers deliver information to passive students.

    “Additionally [35], highlighted that game-based learning transforms teachers into active participants in the learning process, as well as facilitators, in contrast to the traditional approach where teachers simply deliver information to passive students who may be disengaged or inattentive.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [35] Boctor L. Active-learning strategies: the use of a game to reinforce learning in nursing education. A case study. Nurse Educ Pract. 2013;13(2):96–100. https://doi.org/10.1016/j.nepr.2012.07.010. source
  • May combine two claims.

    Premisecitation

    The SGQ process improves engagement and task relevance, leading to better performance.

    “This process improves engagement and task relevance, leading to better performance [19].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [19] Cheng YP, Lai CF, Chen YT, Wang WS, Huang YM, Wu TT. Enhancing student’s computational thinking skills with student-generated questions strategy in a game-based learning platform. Comput Educ. 2023;200:104794. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Popat et al. outlined five themes of perceived learning outcomes from CT and programming education: critical thinking, problem-solving, social skills, self-management, and academic knowledge.

    “Popat et al. [25] outlined five themes of perceived learning outcomes from CT and programming education: critical thinking, problem-solving, social skills, self-management, and academic knowledge.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [25] Popat S, Starkey L. Learning to code or coding to learn? A systematic review. Comput Educ. 2019;128:365–76. source
  • May combine two claims.

    Premisecitation

    Tangible programming simplifies abstraction and supports hands-on learning, especially for younger students.

    “Tangible programming, which uses physical blocks to represent code, further simplifies abstraction and supports hands-on learning, especially for younger students [7].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [7] Wang D, Wang T, Liu Z. A tangible programming tool for children to cultivate computational thinking. Sci World J. 2014;2014(1):428080. source

      Checked before — its earlier verdict is held back until a new check runs.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Early findings reveal correlations between computational thinking and creativity.

    “Early findings reveal interesting correlations between these two concepts [40,41].”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [40] Romeike R. (2007). Three drivers for creativity in computer science education. Proceedings of Informatics, Mathematics and ICT: A ‘Golden Triangle’, Boston, USA.

      Not checked in the free run.

    • cites [41] Roque R, Rusk N, Resnick M. (2016). Supporting diverse and creative collaboration in the scratch online community. Mass Collab Educ, 241–56. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisereasoning

    Educational systems worldwide are integrating CT into curricula, facilitated by age-appropriate programming tools like those in England since 2013.

    “Consequently, educational systems worldwide are integrating CT into curricula, facilitated by age-appropriate programming tools like those in England since 2013.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Game-based learning provides real-world simulations, allowing students to manipulate variables and solve complex problems.

    “GBL also provides real-world simulations, allowing students to manipulate variables and solve complex problems [29].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [29] Brennan K, Resnick M. (2012, April). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada (Vol. 1, p. 25).

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisereasoning

    Gameplay reflects a constructivist approach, while the challenge design component draws on constructionism.

    “While gameplay itself reflects a constructivist approach-students actively engage with the environment and build understanding through problem-solving-the challenge design component draws on constructionism.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Hybrid approaches combining game design and gameplay demand higher programming and computational thinking skills, making it challenging to balance ability, engagement, and learning goals without frustration.

    “Hybrid approaches that combine both have been explored but often demand higher programming and computational thinking (CT) skills [14], making it challenging to balance ability, engagement, and learning goals without causing frustration.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [14] Wang X, Cheng M, Li X. Teaching and learning computational thinking through game-based learning: A systematic review. J Educational Comput Res. 2023;61(7):1505–36. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given

    Computational thinking fosters algorithmic thinking and problem-solving skills applicable not only to IT but also to a broader array of real-world problems.

    “CT fosters algorithmic thinking and problem-solving skills applicable not only to IT but also to a broader array of real-world problems, whether involving computers or not.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductnone given

    This study employed a between-subjects experimental design, with participants randomly divided into an experimental group and a control group.

    “This study employed a between-subjects experimental design, with participants randomly divided into an experimental group and a control group.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Tangible Mobile Augmented Reality still requires further investigation to refine its implementation and maximize its educational impact.

    “Despite its promising potential, Tangible Mobile Augmented Reality (TMAR) still requires further investigation to refine its implementation and maximize its educational impact.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Collaborative learning is a fundamental aspect of the learning process, as social interaction and collaboration contribute to greater engagement and enhanced learning outcomes.

    “Collaborative learning is a fundamental aspect of the learning process, as social interaction and collaboration are key features of an educational environment that contribute to greater engagement and enhanced learning outcomes [37].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [37] Garcia-Sanjuan F, Jurdi S, Jaen J, Nacher V. Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Comput Educ. 2018;123:65–84. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    [34] employed the Blockly game Penguin Go to facilitate programming learning and enhance students' CT abilities.

    “Similarly [34], employed the Blockly game Penguin Go to facilitate programming learning and enhance students' CT abilities.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [34] Zhao W, Shute VJ. Can playing a video game foster computational thinking skills? Comput Educ. 2019;141:103633. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    MAR has proven to captivate learners and facilitate cross-disciplinary education, making it particularly valuable for teaching complex STEM concepts.

    “MAR has proven to captivate learners and facilitate cross-disciplinary education, making it particularly valuable for teaching complex STEM concepts [46]”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [46] Costa MC, Patricio JM, Carrança JA, Farropo B. (2018, June). Augmented reality technologies to promote STEM learning. In 2018 13th Iberian conference on information systems and technologies (CISTI) (pp. 1–4). IEEE. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given

    The integration of game-based learning with Mobile Augmented Reality is rapidly gaining traction in STEM education, providing immersive and interactive experiences that significantly enhance student engagement and comprehension.

    “The integration of game-based learning with Mobile Augmented Reality (MAR) is rapidly gaining traction in STEM education, providing immersive and interactive experiences that significantly enhance student engagement and comprehension.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    There is a noticeable trend toward integrating computational thinking into even the first levels of K-12 education.

    “Thus, there's a noticeable trend toward integrating computational thinking (CT) into even the first levels of K-12 education [26][27][28].”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites [26] Tikva C, Tambouris E. Mapping computational thinking through programming in K-12 education: A conceptual model based on a systematic literature review. Comput Educ. 2021;162:104083. source
    • cites [27] Falloon G. Advancing young students’ computational thinking: an investigation of structured curriculum in early years primary schooling. Comput Educ. 2024;216:105045. source
    • cites [28] Misirli A, Komis V. Computational thinking in early childhood education: the impact of programming a tangible robot on developing debugging knowledge. Early Child Res Q. 2023;65:139–58. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    AR-supported programming education significantly boosts computational thinking and fundamental skills, while also promoting deeper social and collaborative learning experiences.

    “Research has shown that AR-supported programming education significantly boosts computational thinking and fundamental skills, while also promoting deeper social and collaborative learning experiences [48].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [48] Işik Arslanoğlu İ, Kert SB, Tonbuloğlu İ. (2023). Think together, design together, code together: the effect of augmented reality activity designed by children on the computational thinking skills. Educ Inform Technol, 1–30. source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisecitation

    Computational thinking is more than coding; it is a mindset and problem-solving approach that develops with practice.

    “While often taught through programming, CT is more than coding-it is a mindset and problem-solving approach that develops with practice [3,4]”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [3] Wing JM. Computational thinking. Commun ACM. 2006;49(3):33–5. source
    • cites [4] Denning PJ, Tedre M. Computational thinking. MIT Press; 2019. source
  • Classified as probably not a substantial claim.

    Premisereasoning

    The SGQ strategy may facilitate the acquisition of computational thinking skills.

    “The SGQ strategy, which encourages students to analyze problems, integrate information from learning content, and evaluate their own understanding and solutions while creating and formulating questions, may facilitate the acquisition of computational thinking skills.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisereasoning

    Game-based learning integrates interactive gameplay with creativity and real-world applications, offering a comprehensive approach to teaching CT.

    “Ultimately, GBL integrates interactive gameplay with creativity and real-world applications, offering a comprehensive approach to teaching CT.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    The structured experimental design enabled a comprehensive comparison between the two conditions, providing insights into the role of SGC in fostering computational thinking within a TMAR environment.

    “This structured design enabled a comprehensive comparison between the two conditions, providing insights into the role of SGC in fostering computational thinking within a TMAR environment Fig. 4.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    ISTE and CSTA expanded CT to include creativity, algorithmic thinking, critical thinking, problem-solving, communication, and collaboration skills.

    “The International Society for Technology in Education (ISTE) and the Computer Science Teachers Association (CSTA) [22], expanded CT to include creativity, algorithmic thinking, critical thinking, problem-solving, communication, and collaboration skills.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [22] International Society for Teaching Education (ISTE), & Computer Science Teachers Association (CSTA). (2011). Operational Definition of Computational Thinking for K–12 Education. https://cdn.iste.org/www-root/Computational_Thinking_Operational_Definition_ISTE.pdf

      Not checked in the free run.

  • May combine two claims.

    Premisecitation

    By creating questions or content, students engage in deeper cognitive processing, enhancing their own and their peers' learning.

    “By creating questions or content, students engage in deeper cognitive processing, enhancing their own and their peers' learning.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [19] Cheng YP, Lai CF, Chen YT, Wang WS, Huang YM, Wu TT. Enhancing student’s computational thinking skills with student-generated questions strategy in a game-based learning platform. Comput Educ. 2023;200:104794. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Brennan and Resnick proposed three key dimensions of CT: Computational concepts, Computational Practices, and Computational Perspectives.

    “proposed three key dimensions of CT, in order to assess the development of CT skills; Computational concepts, Computational Practices, and Computational Perspectives.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [29] Brennan K, Resnick M. (2012, April). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada (Vol. 1, p. 25).

      Not checked in the free run.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Computational thinking is not a fixed set of concepts tailored for programming; it is a mode of thinking and problem-solving that improves with continuous practice.

    “Computational thinking (CT) is not a fixed set of concepts tailored specifically for programming; rather, it is a mode of thinking and problem-solving that improves with continuous practice [4].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [4] Denning PJ, Tedre M. Computational thinking. MIT Press; 2019. source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisereasoning

    By incorporating creative elements into CT activities, educators can harness students' intrinsic motivation, fostering a dynamic learning environment that encourages exploration and innovation.

    “By incorporating creative elements into CT activities, educators can harness students' intrinsic motivation, fostering a dynamic learning environment that encourages exploration and innovation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisereasoning

    By embedding CT concepts in creative design challenges that mirror real-world scenarios, educators deepen students' understanding of CT and highlight its relevance and applicability.

    “By embedding CT concepts in creative design challenges that mirror real-world scenarios, educators not only deepen students' understanding of CT but also highlight its relevance and applicability.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    Constructionism emphasizes learning through building tangible or mental objects that hold personal meaning, thereby bridging the gap between concrete and abstract thinking.

    “In Papert's sense [20], constructionism emphasizes learning through building tangible or mental objects that hold personal meaning, thereby bridging the gap between concrete and abstract thinking.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [20] Papert S. Personal computing and its impact on education. Comput School: Tutor Tool Tutee. 1980;197:202.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Working toward common goals often boosts motivation and engagement.

    “Moreover, working toward common goals often boosts motivation and engagement [39].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [39] Steinkuehler C, Duncan S. Scientific habits of Mind in virtual worlds. J Sci Edu Technol. 2008;17:530–43. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Innovative game activities immerse students in problem-solving, sustaining motivation and engagement.

    “Innovative game activities immerse students in problem-solving, sustaining motivation, and engagement [11].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [11] Abdul Jabbar AI, Felicia P. Gameplay engagement and learning in game-based learning: A systematic review. Rev Educ Res. 2015;85(4):740–79. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    According to Wing, computational thinking holds the same significance as reading, writing, and arithmetic in fostering children's analytical capacities.

    “According to J. Wing [3], CT holds the same significance as reading, writing, and arithmetic in fostering children's analytical capacities.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [3] Wing JM. Computational thinking. Commun ACM. 2006;49(3):33–5. source
  • Classified as probably not a substantial claim.

    Premisereasoning

    A single session allowed the study to capture immediate learning gains and engagement effects without the confounds of repeated exposure or attrition.

    “Moreover, a single session allowed us to capture immediate learning gains and engagement effects without the confounds of repeated exposure or attrition.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Gamified learning tools enhance motivation and make learning more interactive.

    “Research shows that gamified learning tools enhance motivation and make learning more interactive [10].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [10] del Olmo-Muñoz J, Cózar-Gutiérrez R, González-Calero JA. Computational thinking through unplugged activities in early years of primary education. Volume 150. Computers & Education; 2020. p. 103832. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Game-based learning can foster flow experiences, where deep engagement enhances motivation and learning outcomes.

    “Additionally, GBL can foster flow experiences, where deep engagement enhances motivation and learning outcomes [31].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [31] Chang CC, Liang C, Chou PN, Lin GY. Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Comput Hum Behav. 2017;71:218–27. source
  • May combine two claims.

    Premisecitation

    One study used the student-generated questions strategy to support CT development with positive results, but it has not yet been integrated into a TMAR game.

    “While one study used the studentgenerated questions (SGQ) strategy to support CT development with positive results [19], it has not yet been integrated into a TMAR game.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [19] Cheng YP, Lai CF, Chen YT, Wang WS, Huang YM, Wu TT. Enhancing student’s computational thinking skills with student-generated questions strategy in a game-based learning platform. Comput Educ. 2023;200:104794. source
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning

    The innovative approach of integrating SGQ into TMAR encourages creativity and promotes collaboration, as students take turns assuming the roles of designers and problem solvers.

    “This innovative approach not only encourages creativity but also promotes collaboration, as students take turns assuming the roles of designers and problem solvers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Personalized game experiences can be tailored to meet individual needs, further improving engagement and educational results.

    “Personalized game experiences can be tailored to meet individual needs, further improving engagement and educational results [32].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [32] Teixeira S, Barbosa D, Araújo C, Henriques PR. (2020). Improving game-based learning experience through game appropriation.

      Not checked in the free run.

  • May combine two claims.

    Interpretationown data

    While both groups were satisfied, the experimental group experienced the intervention more uniformly positively, reflecting a stronger consensus in their evaluations.

    “This suggests that while both groups were satisfied, the experimental group experienced the intervention more uniformly positively, reflecting a stronger consensus in their evaluations Table 2, 3.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.
  • May combine two claims.

    Interpretationreasoning

    While students receive guidelines, the game mechanics are not advanced enough to ensure that these guidelines are consistently followed.

    “While students receive guidelines, the game mechanics are not advanced enough to ensure that these guidelines are consistently followed.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    The age group 8-10 was deliberately chosen because it is a key developmental stage of computational thinking where children begin to move from concrete reasoning to more abstract concepts, decomposition, and algorithms.

    “This age group was deliberately chosen since it is a key developmental stage of computational thinking where children are beginning to move from concrete reasoning to more abstract concepts, decomposition, and algorithms.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    Based on our results, while our intervention may have had some effect, its impact was not substantial enough to differentiate it clearly from the control condition.

    “Based on our results (Tables 5, 6, 7 and 8), while our intervention may have had some effect, its impact was not substantial enough to differentiate it clearly from the control condition.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    Factors such as limited questionnaire comprehension and the inherent excitement of using TMAR technology may have influenced response reliability.

    “Factors such as limited questionnaire comprehension and the inherent excitement of using TMAR technology may have influenced response reliability, introducing some variability worth further exploration.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning

    The single-session format may not have allowed students to fully engage or demonstrate long-term learning.

    “The single-session format, while practical for young learners, may not have allowed students to fully engage or demonstrate long-term learning, and the small sample size limited statistical power to detect anything but large effects.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationown data

    These findings reinforce Zhao and Shute's concerns, emphasizing the need for a carefully structured learning experience that balances autonomy with adequate scaffolding.

    “These findings reinforce Zhao and Shute's [34] concerns, emphasizing the need for a carefully structured learning experience that balances autonomy with adequate scaffolding to ensure that GBL environments foster both motivation and the development of essential critical thinking and problem-solving skills.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Zhao and Shute [34] Zhao W, Shute VJ. Can playing a video game foster computational thinking skills? Comput Educ. 2019;141:103633. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    The study proceeded as planned, with all participants completing their assigned tasks.

    “The study proceeded as planned, with all participants completing their assigned tasks.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning

    Teacher-designed challenges allow for greater instructional oversight, ensuring that activities are aligned with learning goals, scaffold struggling students effectively, and progress in a structured manner.

    “In contrast, teacher-designed challenges allow for greater instructional oversight, ensuring that activities are aligned with learning goals, scaffold struggling students effectively, and progress in a structured manner.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    Strong team effects suggest that peer dynamics shaped individual outcomes, complicating the assessment of true individual understanding.

    “In particular, strong team effects suggest that peer dynamics shaped individual outcomes, complicating the assessment of true individual understanding.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductown data

    An ANCOVA was conducted controlling for pre-test scores.

    “To test whether these differences were statistically reliable, an ANCOVA was conducted, controlling for pre-test scores.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductcitation

    Due to the short length of the test and its coverage of multiple CT concepts, internal consistency was modest, which is expected for short formative assessments that do not measure a single homogeneous construct, even if the test is reliable.

    “Due to the short length of the test and its coverage of multiple CT concepts (sequences, loops, conditionals, and debugging), internal consistency was modest, which is expected for short formative assessments that do not measure a single homogeneous construct, even if the test is reliable [54].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [54] Vourletsis I, Politis P. Greek translation, cultural adaptation, and psychometric validation of beginners computational thinking test (BCTt). Educ Inform Technol. 2025;30(2):2211–35. source
  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    Because participants were nested within teams, a linear mixed-effects model with team as a random intercept was estimated.

    “Because participants were nested within teams, we further estimated a linear mixedeffects model with team as a random intercept.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Study design and conductnone given

    The CT test included only five items, offering broad but shallow coverage and limiting internal consistency.

    “Finally, the CT test included only five items, offering broad but shallow coverage and limiting internal consistency.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductreasoning

    The assignment process ensured each participant had an equal chance of being placed in either group, but did not control for potential baseline differences such as prior achievement, gender, or team composition.

    “This means that while the assignment process ensured that each participant had an equal chance of being placed in either group, it did not control for potential baseline differences such as prior achievement, gender, or team composition.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning

    The greater variation in responses suggests greater individual confidence in the experimental group.

    “While the experimental group exhibited more variation in responses-suggesting greater individual confidence-the presence of peer influence may have confounded the assessment of true individual understanding.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Video games, including those used in GBL, can negatively impact students' CT skills if they have not yet reached a sufficient level of proficiency.

    “As Zhao and Shute [34] point out, video games, including those used in GBL, can negatively impact students' CT skills if they have not yet reached a sufficient level of proficiency.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Zhao and Shute [34] Zhao W, Shute VJ. Can playing a video game foster computational thinking skills? Comput Educ. 2019;141:103633. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    The lack of improvement in the experimental group for Q5 may be because this specific skill was not sufficiently practiced during the learning activity.

    “This may be because this specific skill was not sufficiently practiced during the learning activity.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Overall, SGC in TMAR games shows promise for fostering engagement, creativity, and ownership, but requires careful scaffolding and teacher oversight to maintain instructional quality.

    “Overall, SGC in TMAR games shows promise for fostering engagement, creativity, and ownership, but requires careful scaffolding and teacher oversight to maintain instructional quality.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    Constructionist approaches are especially appropriate for this age group because hands-on, playful, and collaborative activities make abstract concepts more accessible to young students when presented in a tangible, personal, and interactive way.

    “Constructionist approaches [20] are especially appropriate for this age group because hands-on, playful, and collaborative activities, such as those supported by TMAR, make abstract concepts more accessible to young students, if presented in a tangible, personal, and interactive way.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [20] Papert S. Personal computing and its impact on education. Comput School: Tutor Tool Tutee. 1980;197:202.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning

    Teacher-designed challenges can be tailored to meet student needs, ensuring a gradual increase in difficulty, an alignment with specific abilities of the students or groups, and covering critical concepts.

    “In contrast, teacher-designed challenges can be tailored to meet student needs, ensuring a gradual increase in difficulty, an alignment with specific abilities of the students or groups, and covering critical concepts.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    This disrupted the flow of gameplay, leading to frustration and diminished enjoyment.

    “This disrupted the flow of gameplay, leading to frustration and diminished enjoyment.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    Factors such as student fatigue, distraction, and peer influence may have affected the reliability of test and questionnaire responses.

    “Although random assignment strengthened the validity of group comparisons, factors such as student fatigue, distraction, and peer influence may have affected the reliability of test and questionnaire responses.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Random assignment strengthened the validity of group comparisons.

    “Although random assignment strengthened the validity of group comparisons, factors such as student fatigue, distraction, and peer influence may have affected the reliability of test and questionnaire responses.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductreasoning

    The small difference in group size was a result of the natural distribution in class size, and it is considered unlikely to influence the results, as both ANCOVA and mixed-effects models are relatively insensitive to differences, especially when covariates and random effects are part of the analyses.

    “The small difference in group size was a result of the natural distribution in class size, and it is considered unlikely to influence the results, as both ANCOVA and mixed-effects models are relatively insensitive to differences, especially when the covariates and the random effects are part of the analyses.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    The SGC strategy supports students in identifying and understanding key learning concepts, enabling them to apply their knowledge to new problems and strengthen their confidence.

    “The SGC strategy supports students in identifying and understanding key learning concepts, enabling them to apply their knowledge to new problems and strengthen their confidence [19].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [19] Cheng YP, Lai CF, Chen YT, Wang WS, Huang YM, Wu TT. Enhancing student’s computational thinking skills with student-generated questions strategy in a game-based learning platform. Comput Educ. 2023;200:104794. source
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    Students were randomly assigned to either the experimental or control condition.

    “Students were randomly assigned to either the experimental or control condition.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Study design and conductnone given

    No unforeseen challenges or disruptions occurred, ensuring the reliability of the collected data.

    “Νo unforeseen challenges or disruptions occurred, ensuring the reliability of the collected data.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning

    This issue points to a potential design flaw that warrants further investigation.

    “This issue points to a potential design flaw that warrants further investigation.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Study design and conductown data

    The assumption of homogeneity of regression slopes was met (F(1, 29) = 2.18, p = .151), supporting the appropriateness of the model.

    “The assumption of homogeneity of regression slopes was met (F(1, 29) = 2.18, p = .151),supporting the appropriateness of the model.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Research suggests that peer-generated questions tend to be less complex than those posed by teachers, which may boost students' learning confidence.

    “At the same time, research suggests that peer-generated questions tend to be less complex than those posed by teachers, which may boost students' learning confidence [55].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [55] Yu FY, Wu WS. Effects of student-generated feedback corresponding to answers to online student-generated questions on learning: What, why, and how? Volume 145. Computers & Education; 2020. p. 103723. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Randomization was carried out using a simple random draw procedure without stratification or blocking.

    “Randomization was carried out using a simple random draw procedure without stratification or blocking.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given

    Fast-paced games may enhance motivation and short-term performance, but they do not necessarily foster the higher-order thinking skills required for complex problem-solving.

    “While fast-paced games may enhance motivation and short-term performance, they do not necessarily foster the higher-order thinking skills required for complex problem-solving.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    This instability, combined with the need for students to hold the device steady for extended periods while directing their teammates' movements, caused physical fatigue and frustration.

    “This instability, combined with the need for students to hold the device steady for extended periods while directing their teammates' movements, caused physical fatigue and frustration.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    This inconsistency in content exposure, coupled with the absence of structured support, may have influenced learning outcomes.

    “This inconsistency in content exposure, coupled with the absence of structured support, may have influenced learning outcomes.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationown data

    The intervention may have had a modest positive impact, but its effect was overshadowed by substantial variability between teams.

    “Taken together, these results suggest that while the intervention may have had a modest positive impact, its effect was overshadowed by substantial variability between teams.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationown data

    These overly complex student-designed challenges potentially overwhelmed learners and impeded their ability to develop deeper CT skills.

    “However, we also observed instances where student-designed challenges were overly complex, potentially overwhelming learners and impeding their ability to develop deeper CT skills.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    While autonomy in SGC may foster creativity and a sense of ownership, it also introduces the risk of omitting crucial skills or concepts if neither educators nor game mechanics enforce alignment with learning objectives.

    “Cheng et al. [19] suggested that this autonomy could enhance students' learning confidence; however, we argue that while it may foster creativity and a sense of ownership, it also introduces the risk of omitting crucial skills or concepts if neither educators nor game mechanics enforce alignment with learning objectives.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Cheng et al. [19] Cheng YP, Lai CF, Chen YT, Wang WS, Huang YM, Wu TT. Enhancing student’s computational thinking skills with student-generated questions strategy in a game-based learning platform. Comput Educ. 2023;200:104794. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationown data

    The overwhelmingly positive reception of the challenge design phase highlights its potential for fostering engagement and creativity.

    “However, the overwhelmingly positive reception of the challenge design phase highlights its potential for fostering engagement and creativity.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    This physical fatigue negatively affected their engagement, overall experience, and performance.

    “This physical fatigue negatively affected their engagement, overall experience, and performance.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Study design and conductnone given

    The five-item CT test was reviewed by two CT education experts and one elementary teacher to ensure content validity, and piloted with age-matched students to support face validity.

    “The five-item CT test was reviewed by two CT education experts and one elementary teacher to ensure content validity, and piloted with age-matched students to support face validity.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Study design and conductnone given

    In this study, teachers had no control over the difficulty of the SGC, as they were not evaluated before implementation.

    “In this study, teachers had no control over the difficulty of the SGC, as they were not evaluated before implementation.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    The experimental group started at a higher level and showed more uniform improvement, suggesting that the intervention may have supported more stable learning progress.

    “Overall, the experimental group not only started at a higher level but also showed more uniform improvement, suggesting that the intervention May have supported more stable learning progress.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    Although the experimental group showed gains over time, differences with the control group were not statistically significant, suggesting a modest but inconclusive impact.

    “Although the experimental group showed gains over time, differences with the control group were not statistically significant, suggesting a modest but inconclusive impact.”
    Quote in the paperSubstantial claim
126 of 126
  • The paper relies on this without support.

    The enjoyment questionnaire validly measures students' enjoyment, engagement, and perceptions of the activities.

    “An enjoyment questionnaire, administered at the end of the experiment, captured students' perceptions of the activities, engagement, and enjoyment.”
  • The paper relies on this without support.

    The think-aloud method and observation of interactions validly capture students' learning processes and interactions.

    “They included the think-aloud method, observation of interactions between participants, pre-and post-tests, and a post-test enjoyment questionnaire.”
  • The paper relies on this without support.

    The server's logging system accurately monitors and captures student-generated challenges for analysis.

    “Additionally, SGC for each game match was monitored via the server's logging system for analyzing student designs.”
3 of 3

Statistics recomputed

Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.

  • ConsistentF(1, 29) = 2.18reported p = .151 · recomputed p = .151

    “F(1, 29) = 2.18, p = .151”

  • ConsistentF(1, 30) = 1.86reported p = .183 · recomputed p = .183

    “F(1, 30) = 1.86, p = .183”

  • ConsistentF(1, 30) = 2.27reported p = .143 · recomputed p = .142

    “F(1, 30) = 2.27, p = .143”

  • Consistentz = 0.81reported p = .415 · recomputed p = .418

    “z = 0.81, p = .415”

  • Consistentz = 1.01reported p = .311 · recomputed p = .312

    “z = 1.01, p = .311”

5 of 5

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Adjusted post-test means appear to use a different, unexplained scale

    Major

    The reported ANCOVA estimated marginal means of 3.74 and 3.28 are far below both groups' raw post-test means of 11.76 and 9.31. They are presented as adjusted means for those post-test scores, without any stated rescaling that would account for the difference.

  • Reported absence of disruptions conflicts with technical glitch

    Minor

    The results state that no unforeseen challenges or disruptions occurred, but the discussion reports a technical glitch that made the virtual map unstable and caused frustration.

  • Control-group questionnaire mean is incompatible with group size

    Minor

    The questionnaire uses integer ratings from 1 to 5. A mean of 4.72 cannot result from 16 such ratings, even when rounded to two decimals; the paper reports no missing questionnaire responses.

3 of 3

Cites

Flagged first, then by citations

Research works printed but not linked: 6

  1. Van Staalduinen JP, De Freitas S. A game-based learning framework: linking game design and learning outcomes. Volume 53. Learning to Play: Exploring the Future of Education with Video Games; 2011. pp. 29–45.
  2. Fotaris P, Pellas N, Kazanidis I, Smith P. (2017, October). A systematic review of Augmented Reality game-based applications in primary education. In Memorias del XI Congreso Europeo en Aprendizaje Basado en el Juego Graz (pp. 181–191).
  3. Papert S. Personal computing and its impact on education. Comput School: Tutor Tool Tutee. 1980;197:202.
  4. Kalelioglu F, Gülbahar Y, Kukul V. A framework for computational thinking based on a systematic research review. Baltic J Mod Comput. 2016;4(3):583.
  5. Brennan K, Resnick M. (2012, April). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada (Vol. 1, p. 25).
  6. Romeike R. (2007). Three drivers for creativity in computer science education. Proceedings of Informatics, Mathematics and ICT: A ‘Golden Triangle’, Boston, USA.

Cited by

Sorted by citations

Authors
Gardeli, A., & Vosinakis, S.
Affiliations
University of the Aegean (GR)
Corresponding author
Gardeli, Anna
Venue
Discover Education
Published
2025-11-28
Volume
4
Issue
1
ISSN
2731-5525 (ISSN-L)
OpenAlex
W4416789398
Cited by
3
References
45
Citations by year
2026: 3
FWCI
2.71
Type
journal article
Language
en
Open access
Locations
  • Discover Education (publishedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
Keywords
computational thinking, game-based learning, elementary school students, design challenges, learner agency, game design, algorithmic reasoning, student attitudes toward learning

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-11-02.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-11-02.

Cited sources are checked by gpt-6-sol.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

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