Enhancing computational thinking and spatial reasoning skills in gamification programming learning: A comparative study of tangible, block and paper‐and‐pencil tools

Computational Thinking Abstraction Pencil (optics)
DOI: 10.1111/bjet.13482 Publication Date: 2024-05-25T07:54:15Z
ABSTRACT
Abstract Tangible programming tools have become a mainstream teaching aid in gamification learning (GPL) due to their interactivity and ability enhance novice learners' computational thinking spatial reasoning skills. However, comparing the relative efficacy of different that simultaneously support these skills was not adequately explored. This study designed evaluated three tools: tangible tool (TPG), which uses real touchable objects; block (BPG), employs virtual blocks 3D game scenarios; paper‐and‐pencil (PPG), paper pen draw. The involved 112 seventh‐grade students from natural classes: Class A (TPG, n 1 =37), B (BPG, 2 =38), C (PPG, 3 =37). These completed four tasks CT skills, enjoyment, cognitive load GPL task list measurements. results indicated led lower load, significant improvement better abstraction problem decomposition provided more enjoyable experience facilitated students' algorithm design efficiency. found be less effective improving study's findings can help educators cultivate improve by effectively selecting most appropriate tools.
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