Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement
Open accessAbstract
Computational thinking (CT) skills are becoming increasingly relevant for future professionals across all domains, beyond computer science (CS). As such, an increasing number of bachelor's and master's programs outside of the CS discipline integrate CT courses within their study program. At the same time, tools such as notebooks and interactive apps designed to support the teaching of programming concepts are becoming ever more popular. However, in non-CS majors, CT might not be perceived as essential, and students might lack the motivation to engage with such tools in order to acquire solid CT skills. This article presents a field study conducted with 115 students during a full semester on a novel computational notebook environment. It evaluates computational notebooks and CT skills in an introductory course on information technology for first-year undergraduates in business and economics. A multidimensional evaluation approach makes use of pre- and post-test surveys, lectures, and self-directed laboratory sessions tracking analytics. Our findings suggest that, in the process of learning CT for non-CS students, engagement in active learning activities can be a stronger determinant of learning outcomes than initial knowledge. Furthermore, gamifying computational notebooks can serve as a strong driver of active learning engagement, even more so than initial motivational factors.
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Incorporating computational concepts into learning activities can enhance student engagement.
“For example, De Santo et al. ( 2022) suggest that by incorporating computational concepts into learning activities, CT can enhance student engagement.”
From Incorporating Computational Thinking Into Virtual Laboratories to Enhance Learning Motivation, Engagement, and Higher‐Order Thinking Skills (2025) · cites this paper as De Santo et al. 2022
The Discussion (page unavailable) says the study taught computational thinking (CT) through notebook-based activities and found that gamification increased engagement with those notebooks. The Results section on RQ3 likewise reports greater engagement among students receiving gamified feedback. These passages support increased engagement in a CT learning activity, but attribute the increase to gamified feedback, not to incorporating computational concepts themselves. (LLM, conf=0.85)
Experimental — accuracy not yet measuredIn active learning, learning outcomes are primarily a function of student engagement rather than the level of prior knowledge.
“In active learning, learning outcomes are primarily a function of student engagement rather than the level of prior knowledge (De Santo et al. 2022;Sung et al. 2021).”
From Incorporating Computational Thinking Into Virtual Laboratories to Enhance Learning Motivation, Engagement, and Higher‐Order Thinking Skills (2025) · cites this paper as De Santo et al. 2022
In “Computational Notebooks in a Distance Learning Context” (page unavailable), the paper reports that more active students had higher pass rates and that laboratory performance was a stronger predictor of learning outcomes than initial knowledge. But laboratory performance is not the same as engagement, and the paper says initial knowledge was also strongly linked to outcomes. Its findings in one non-CS course do not establish the claim as a general rule for active learning. (LLM, conf=0.86)
Experimental — accuracy not yet measured
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- Juan Carlos Farah received the B.A. degree in eco- nomics from Harvard University, Cambridge, MA, USA, in 2008, and the M.Sc. degree in computing from Imperial College London, London, U.K., in 2015. He is currently working toward the Ph.D. degree in robotics, control, and intelligent systems with the Ecole Polytech- nique F ed erale de Lausanne, Lausanne, Switzerland. His current research interests include human-com- puter interaction and the perception of anthropomorphic traits in intelligent conversational agents.
- Arielle Moro received the Ph.D. degree in informa- tion systems from the University of Lausanne, Lau- sanne, Switzerland, in 2018. She is currently a Postdoctoral Fellow with the Uni- versity of Neuchâtel, Neuchâtel, Switzerland. Her research thesis explored the tradeoff between predict- ing mobility and preserving location data privacy. Her research interests include analyzing human behavior in various domains (e.g., mobility, sustainability, and learning) using machine learning techniques.
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Cited by
Sorted by citations
Wu, T., Sarwono, E., & Huang, Y. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.70017 · Cited by 9 · see citing works
- Authors
- De Santo, A., Farah, J. C., Martinez, M. L., Moro, A., Bergram, K., Purohit, A. K., Felber, P., Gillet, D., & Holzer, A.
- Affiliations
- University of Neuchâtel, Neuchâtel, Switzerland
- École Polytechnique Fédérale de Lausanne (CH)
- Ecole Polytechnique Federale de Lausanne, Ecublens, Switzerland
- University of Neuchâtel (CH)
- ORCID
- Venue
- IEEE Transactions on Learning Technologies
- Published
- 2022-06-01
- Volume
- 15
- Issue
- 3
- Pages
- 392-405
- ISSN
- 1939-1382 (ISSN-L)
- 2372-0050
- OpenAlex
- W4285260634
- Cited by
- 38
- References
- 7
- Citations by year
- 2026: 8 · 2025: 9 · 2024: 15 · 2023: 6
- FWCI
- 5.80
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- IEEE Transactions on Learning Technologies (publishedVersion, cc-by)
- ArODES (HES-SO (https://www.hes-so.ch/)) (submittedVersion)
- Infoscience (Ecole Polytechnique Fédérale de Lausanne) (submittedVersion, cc-by-nc-nd)
- Funders
- Swissuniversities
- 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, computational notebooks, gamification, non-computer majors, student engagement, active learning, programming education, economics and business students, learning analytics, student motivation
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