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Conference Paper: Integrating game-based learning into computational thinking class for lower primary students: Lesson design and course effect

TitleIntegrating game-based learning into computational thinking class for lower primary students: Lesson design and course effect
Authors
KeywordsComputational thinking
Early childhood education
Unplugged activities
Digital game-based learning
Coding
Issue Date2022
PublisherTU Delft open.
Citation
CTE-STEM 2022 Conference. In Proceedings of the Sixth APSCE International Conference on Computational Thinking and STEM Education 2022 (CTE-STEM), p. 22-25 How to Cite?
AbstractComputational thinking (CT) has been integrated into K-12 curricula globally. With the growing trend of initiating CT in early childhood education, great effort has been made in developing age-appropriate courses targeting young children. This study aims to introduce an instructional unit of CT instruction for children aged 5-7, Coding Galaxy-Foundation, where unplugged activities and digital game-based learning were applied. A public primary school in Hong Kong was invited for delivering the course, where Grade 1 and Grade 3 students were involved (N=57). Six lessons were selected, covering basic CT concepts including sequences, decomposition, events, relative direction, debugging, loops, pattern recognition, and conditionals. Each lesson consisted of three sections, namely, a) concept introduction with daily-life examples, b) unplugged activities based on puzzles, and c) digital game practices with Coding Galaxy game app. Students' attainment from the course was assessed in both cognitive and attitudinal facets. The results indicated that the course was effective in sustaining students' CT cognitive performance and improving students' coding attitudes, and female and Grade 3 cohorts were the most beneficiaries. Implications for further research and educational practices are discussed.
DescriptionOrganized by the Asia-Pacific Society for Computers in Education (APSCE)
Hosted by the Leiden-Delft-Erasmus Centre for Education and Learning (LDE-CEL).
Persistent Identifierhttp://hdl.handle.net/10722/315821

 

DC FieldValueLanguage
dc.contributor.authorZHANG, S-
dc.contributor.authorWong, KWG-
dc.contributor.authorChan, P-
dc.date.accessioned2022-08-19T09:05:03Z-
dc.date.available2022-08-19T09:05:03Z-
dc.date.issued2022-
dc.identifier.citationCTE-STEM 2022 Conference. In Proceedings of the Sixth APSCE International Conference on Computational Thinking and STEM Education 2022 (CTE-STEM), p. 22-25-
dc.identifier.urihttp://hdl.handle.net/10722/315821-
dc.descriptionOrganized by the Asia-Pacific Society for Computers in Education (APSCE)-
dc.descriptionHosted by the Leiden-Delft-Erasmus Centre for Education and Learning (LDE-CEL).-
dc.description.abstractComputational thinking (CT) has been integrated into K-12 curricula globally. With the growing trend of initiating CT in early childhood education, great effort has been made in developing age-appropriate courses targeting young children. This study aims to introduce an instructional unit of CT instruction for children aged 5-7, Coding Galaxy-Foundation, where unplugged activities and digital game-based learning were applied. A public primary school in Hong Kong was invited for delivering the course, where Grade 1 and Grade 3 students were involved (N=57). Six lessons were selected, covering basic CT concepts including sequences, decomposition, events, relative direction, debugging, loops, pattern recognition, and conditionals. Each lesson consisted of three sections, namely, a) concept introduction with daily-life examples, b) unplugged activities based on puzzles, and c) digital game practices with Coding Galaxy game app. Students' attainment from the course was assessed in both cognitive and attitudinal facets. The results indicated that the course was effective in sustaining students' CT cognitive performance and improving students' coding attitudes, and female and Grade 3 cohorts were the most beneficiaries. Implications for further research and educational practices are discussed.-
dc.languageeng-
dc.publisherTU Delft open.-
dc.relation.ispartofProceedings of the Sixth APSCE International Conference on Computational Thinking and STEM Education 2022 (CTE-STEM)-
dc.rightsCreative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License-
dc.subjectComputational thinking-
dc.subjectEarly childhood education-
dc.subjectUnplugged activities-
dc.subjectDigital game-based learning-
dc.subjectCoding-
dc.titleIntegrating game-based learning into computational thinking class for lower primary students: Lesson design and course effect-
dc.typeConference_Paper-
dc.identifier.emailWong, KWG: wongkwg@hku.hk-
dc.identifier.authorityWong, KWG=rp02193-
dc.description.naturelink_to_OA_fulltext-
dc.identifier.doi10.34641/ctestem.2022.458-
dc.identifier.hkuros335631-
dc.identifier.spage22-
dc.identifier.epage25-
dc.publisher.placeNetherlands-

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