Cited by 50Teaching and Learning ProgrammingEducational Games and GamificationProblem and Project Based Learning

Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review

Wang, Xinyue, Cheng, Mengmeng, Li, Xinfeng·2023·Journal of Educational Computing Research

Abstract

Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021. Thirty-nine studies were included in the review and findings suggested that GBL has positive effects on CT, but has non-significant effects on some CT elements (e.g., conditions, triggers, and abstraction) because of limited time to learn these elements and students’ preferences for using CT elements. Game elements, particularly clear goals and rules, progressive challenges, immediate feedback, storyline, avatar, social interaction and various reward mechanisms were used to motivate students to engage in activities to develop CT. Furthermore, single or multiple theoretical foundations, such as constructivist learning theory and experiential learning theory, may guide the design and implementation of game-based activities. Problem-solving, project-based approaches were used to encourage students to use CT to solve problems or complete a project. Finally, guidelines for designing and implementing game-based learning activities for promoting CT were discussed.

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Crossref · 10.1177/07356331231180951

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4 of 4 references verified0 citation errors · 0 not checkable

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  • 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.”

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Authors
Wang, X., Cheng, M., & Li, X.
Affiliations
Hangzhou Normal University (CN)
Corresponding author
Cheng, Mengmeng
Venue
Journal of Educational Computing Research
Published
2023-08-17
Volume
61
Issue
7
Pages
1505-1536
ISSN
  • 0735-6331 (ISSN-L)
  • 1541-4140
OpenAlex
W4385984659
Cited by
50
References
4
Citations by year
2026: 18 · 2025: 16 · 2024: 13 · 2023: 3
FWCI
1.58
Type
journal article
Language
en
Open access
closed
Locations
Journal of Educational Computing Research (publishedVersion)
Funders
The Key Program of National Social Science Foundation of China (ACA220027)
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 › Education › Problem and Project Based Learning
Keywords
computational thinking, game-based learning, game design, game elements, student motivation, constructivist learning theory, experiential learning theory, problem solving, project-based learning, abstraction

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