The development of students’ computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis
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Game-based learning is a powerful method for fostering computational thinking in K-12 education.
“Game-based learning (GBL) is a powerful method for fostering computational thinking (CT) in K-12 education, either alongside or independently of visual and tangible programming.”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [9]
Cites
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274 · see citing works
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Ke, F. (2009) · Handbook of Research on Effective Electronic Gaming in Education · doi:10.4018/978-1-59904-808-6.ch001 · Cited by 362 · see citing works
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Gardeli, A., & Vosinakis, S. (2025) · Discover Education · doi:10.1007/s44217-025-00899-4 · Cited by 3 · see citing works
- Authors
- Asbell-Clarke, J., Rowe, E., Almeda, V., Edwards, T., Bardar, E., Gasca, S., Baker, R. S., & Scruggs, R.
- Affiliations
- University of Pennsylvania (US)
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2021-02
- Volume
- 115
- Pages
- 106587
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W3091929105
- Cited by
- 88
- References
- 2
- Citations by year
- 2026: 14 · 2025: 21 · 2024: 14 · 2023: 18 · 2022: 15 · 2021: 6
- FWCI
- 8.55
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Funders
- National Science Foundation
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Gender Studies › Gender and Technology in Education
- Keywords
- computational thinking, game-based learning, elementary school students, junior high school students, classroom activities, implicit assessment, educational data mining
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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.
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