TY - JOUR
T1 - Enhancing student's computational thinking skills with student-generated questions strategy in a game-based learning platform
AU - Cheng, Yu Ping
AU - Lai, Chin Feng
AU - Chen, Yun Ting
AU - Wang, Wei Sheng
AU - Huang, Yueh Min
AU - Wu, Ting Ting
N1 - Funding Information:
This research is sponsored in part by the National Science and Technology Council, Taiwan under Grand No. NSTC 110-2511-H-006-008-MY3 , NSTC 112-2811-H-006-003 and NSTC 110-2511-H-006-011-MY3 .
Publisher Copyright:
© 2023 Elsevier Ltd
PY - 2023/7
Y1 - 2023/7
N2 - Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has been shown to improve student's CT skills, students may fail to self-evaluate or debate as they play games, thus failing to develop higher-order thinking. Also not widely explored is how teachers are to practice the CT core competencies during the learning process to cultivate students' problem-solving thinking. As the adoption of student-generated questions (SGQ) is an instructional strategy to promote higher-order thinking, we develop a GBL platform that uses this strategy to enhance students' CT skills, learning motivation, and learning confidence. For this purpose, fifty-three primary school students were recruited for this study, and data were collected during four classes of experimental CT activities. This study shows that the experimental group using the SGQ strategy with a GBL platform exhibited significantly higher CT skills than the control group. In addition, with respect to learning motivation and learning confidence it is found that the experimental group also outperformed the control group. This confirms that integrating the SGQ strategy and CT core competencies fosters higher-order cognitive thinking in students in problem-solving through gamification of the learning environment, resulting in higher motivation and confidence to complete experimental activities.
AB - Computational thinking (CT), a way to think about solving problems, is recognized as a basic skill for the 21st century. Although game-based learning (GBL) has been shown to improve student's CT skills, students may fail to self-evaluate or debate as they play games, thus failing to develop higher-order thinking. Also not widely explored is how teachers are to practice the CT core competencies during the learning process to cultivate students' problem-solving thinking. As the adoption of student-generated questions (SGQ) is an instructional strategy to promote higher-order thinking, we develop a GBL platform that uses this strategy to enhance students' CT skills, learning motivation, and learning confidence. For this purpose, fifty-three primary school students were recruited for this study, and data were collected during four classes of experimental CT activities. This study shows that the experimental group using the SGQ strategy with a GBL platform exhibited significantly higher CT skills than the control group. In addition, with respect to learning motivation and learning confidence it is found that the experimental group also outperformed the control group. This confirms that integrating the SGQ strategy and CT core competencies fosters higher-order cognitive thinking in students in problem-solving through gamification of the learning environment, resulting in higher motivation and confidence to complete experimental activities.
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U2 - 10.1016/j.compedu.2023.104794
DO - 10.1016/j.compedu.2023.104794
M3 - Article
AN - SCOPUS:85152927935
SN - 0360-1315
VL - 200
JO - Computers and Education
JF - Computers and Education
M1 - 104794
ER -