Can playing a video game foster computational thinking skills?
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[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.”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [34]
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.”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as Zhao and Shute [34]
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.”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as Zhao and Shute [34]
Cites
Habits of programming in scratch
Meerbaum-Salant, O., Armoni, M., & Ben-Ari, M. (2011) · Proceedings of the 16th annual joint conference on Innovation and technology in computer science education · doi:10.1145/1999747.1999796 · Cited by 199 · see citing works
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From Gaming to Computational Thinking: An Adaptive Educational Computer Game-Based Learning Approach
Hooshyar, D., Pedaste, M., Yang, Y., Malva, L., Hwang, G.-J., Wang, M., Lim, H., & Delev, D. (2021) · Journal of Educational Computing Research · doi:10.1177/0735633120965919 · Cited by 132 · see citing works
Gardeli, A., & Vosinakis, S. (2025) · Discover Education · doi:10.1007/s44217-025-00899-4 · Cited by 3 · see citing works
- Authors
- Zhao, W., & Shute, V. J.
- Affiliations
- Olivet University (US)
- Florida State University (US)
- Corresponding author
- Zhao, Weinan
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2019-11
- Volume
- 141
- Pages
- 103633
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2892780925
- Cited by
- 104
- References
- 1
- Citations by year
- 2026: 12 · 2025: 13 · 2024: 13 · 2023: 18 · 2022: 20 · 2021: 15 · 2020: 12 · 2019: 1
- FWCI
- 12.36
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- 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, video games, game-based learning, junior high school students, programming education
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