Development of computational thinking using board games

A systematic literature review based on empirical studies

Autores/as

Palabras clave:

Unplugged Activities; Eurogames; Tabletop Games; Board Games; Computational Thinking; Systematic Literature Review

Resumen

Computational Thinking (CT) has been highlighted as a key competence of the 21st century. The literature has pointed to the use of unplugged activities, including board games (BG), as a strategy to promote the development of Computational Thinking. Recently, new modern board games (MBG), referred to as Eurogames, have aroused the interest of researchers who have underlined their unique design and mechanics. To investigate the impact of the use of MBG on CT development, a systematic literature review (SLR) was structured using the PRISMA protocol as a reference. The focus was centred on the analysis of empirical studies based on the use of board games in school settings to promote CT skills. This paper opens with the presentation of several essential concepts, among which CT and Eurogames are included, followed by the results of the SLR, focusing on the analysed articles, the theoretical frameworks supporting the studies, the research contexts and methods, the data collection instruments and the results reported by the authors. Out of 85 articles, 11 studies published between 2011 and 2021 were analysed. The results suggest that game mechanics, typical of Eurogames, reveal the potential to promote CT. However, the use of these resources requires further exploration.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Fábio Daniel Hermínio Machuqueiro, Instituto de Educação, Universidade de Lisboa

Fábio Machuqueiro trabaja actualmente en el Ministerio de Educación portugués, como profesor de primaria. Es estudiante del Instituto de Educación de la Universidad de Lisboa y candidato a doctor, en la especialidad de TIC en Educación. Está desarrollando un trabajo de investigación sobre la contribución de los juegos de mesa modernos al desarrollo del Pensamiento Computacional.

João Manuel Nunes Piedade, Instituto de Educação, Universidade de Lisboa

Assistant professor at the Institute of Education of Lisbon University, member of the School Council and researcher at the R&D Unit, Education and Training Research and Development Unit (UIDEF). Member of Competence Center in Technology and Innovation of Institute of Education of Lisbon University. My academic qualifications include a Ph.D. in Education - Information and Communication Technologies in Education (2017), and a Master in Technologies and Methodologies in Elearning (2010), and graduation in Computer Science Engineering (2006). My experience as a teacher started in 2004 in elementary and secondary schools teaching subjects in computer science disciplinary area. Since 2010, I'm involved, as a professor, in the initial teacher training programs of the Institute of Education. In the last years, I taught curricular units of Master in Teaching Informatics such as Didactics of Informatic and Initiation to professional practice. My research interests include Technology-enhanced Learning, Online Learning, Informatic Initial Teacher Training, Computer Science Education, Tangible Objects Programming, Computational Thinking, Artificial Intelligence in Education, and Learning Scenarios Design. I'm an author or co-author of peer-reviewed papers published in journals and national and international conferences.

Citas

Aho, A. v. (2012). Computation and computational thinking. Computer Journal, 55(7), 833–835. https://doi.org/10.1093/comjnl/bxs074

Apostolellis, P., Stewart, M., Frisina, C., & Kafura, D. (2014). RaBit EscApe: A board game for computational thinking. ACM International Conference Proceeding Series, 349–352. https://doi.org/10.1145/2593968.2610489

Barr, V., & Stephenson, C. (2011). Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads, 2(1), 48–54. https://doi.org/10.1145/1929887.1929905

Battal, A., Afacan Adan?r, G., & Gülbahar, Y. (2021). Computer Science Unplugged: A Systematic Literature Review. Journal of Educational Technology Systems, 50(1), 24–47. https://doi.org/10.1177/00472395211018801

Battistella, P. E., & Wangenheim, C. G. von. (2016). ENgAGED: Um Processo de Desenvolvimento de Jogos para Ensinar Computação. Anais Do XXVII Simpósio Brasileiro de Informática Na Educação (SBIE 2016), 1(Cbie), 380. https://doi.org/10.5753/cbie.sbie.2016.380

Bell, T., & Vahrenhold, J. (2018). CS unplugged—How is it used, and does it work? In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 11011 LNCS. Springer International Publishing. https://doi.org/10.1007/978-3-319-98355-4_29

Bell, T., Witten, I., & Fellows, M. (1998). Off-Line Activities and Games for All Ages. Science.

Berland, M., & Duncan, S. (2016). Computational Thinking in the Wild: Uncovering Complex Collaborative Thinking through Gameplay. Educational Technology, 56(3), 29–35. http://www.jstor.org/stable/44430490

Berland, M., & Lee, V. R. (2011). Collaborative strategic board games as a site for distributed computational thinking. International Journal of Game-Based Learning, 1(2), 65–81. https://doi.org/10.4018/ijgbl.2011040105

Berry, M. (2013). Computing in the national curriculum; A guide for primary teachers. In Computering at school. https://www.stem.org.uk/rx343h

Brackmann, C. P., Moreno-León, J., Román-González, M., Casali, A., Robles, G., & Barone, D. (2017). Development of computational thinking skills through unplugged activities in primary school. ACM International Conference Proceeding Series, January 2018, 65–72. https://doi.org/10.1145/3137065.3137069

Brennan, K., & Resnick, M. (2012). New Frameworks for studying and assessing the development of computational thinking. Annual Meeting of the American Educational Research Association. http://scratched.gse.harvard.edu/ct/files/AERA2012.pdf

Cartelli, A., Dagiene, V., & Futschek, G. (2010). Bebras Contest and Digital Competence Assessment. International Journal of Digital Literacy and Digital Competence, 1(1), 24–39. https://doi.org/10.4018/jdldc.2010101902

Ching, Y. H., Hsu, Y. C., & Baldwin, S. (2018). Developing Computational Thinking with Educational Technologies for Young Learners. TechTrends, 62(6), 563–573. https://doi.org/10.1007/s11528-018-0292-7

Chioccariello, A., Kampylis, P., Wastiau, P., Engelhardt, K., Earp, J., Horvath, M., Malagoli, C., Cachia, R., Giannoutsou, N., & Punie, Y. (2022). Reviewing Computational Thinking. https://doi.org/10.2760/126955

Dagiene, V., & Stupuriene, G. (2016). Bebras - A sustainable community building model for the concept based learning of informatics and computational thinking. Informatics in Education, 15(3), 25–44. https://doi.org/10.15388/infedu.2016.02

Engle, R. A., Lam, D. P., Meyer, X. S., & Nix, S. E. (2012). How Does Expansive Framing Promote Transfer? Several Proposed Explanations and a Research Agenda for Investigating Them. Educational Psychologist, 47(3), 215–231. https://doi.org/10.1080/00461520.2012.695678

European Schoolnet. (2015). Computing our future. Computer Programming and Coding: Priorities, School Curricula and Initiatives across Europe. European Schoolnet, 87.

Fantinati, R. E., & Rosa, S. D. S. (2021). Pensamento Computacional: Habilidades, Estratégias e Desafios na Educação Básica. Informática Na Educação: Teoria & Prática, 24(1 Jan/Abr). https://doi.org/10.22456/1982-1654.110751

Grover, S., & Pea, R. (2013). Computational Thinking in K-12: A Review of the State of the Field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051

Grover, S., & Pea, R. (2021). Computational Thinking: A Competency Whose Time Has Come. Computer Science Education, December, 1997–2004. https://doi.org/10.5040/9781350057142.ch-003

Guzdial, M. (2008). Education: Paving the way for computational thinking. Communications of the ACM, 51(8), 25–27. https://doi.org/10.1145/1378704.1378713

Guzdial, M. (2015). Learner-Centered Design of Computing Education: Research on Computing for Everyone (Synthesis Lectures on Human-Centered Informatics): Mark Guzdial: 9781627053518: Amazon.com: Books. https://doi.org/10.2200/S00684ED1V01Y201511HCI033

Hsu, T.-C., & Liang, Y.-S. (2021). Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches. Journal of Educational Computing Research, 59(6), 1184–1207. https://doi.org/10.1177/0735633121992480

Huizinga, J. (1980). Homo Ludens: A study of the play-element in culture. In Homo Ludens: A Study of the Play-Element in Culture. ROUTLEDGE & KEGAN PAUL. https://doi.org/10.4324/9781315824161

Kafai, Y., Proctor, C., & Lui, D. (2020). From theory bias to theory dialogue. ACM Inroads, 11(1), 44–53. https://doi.org/10.1145/3381887

Kalelio?lu, F., Gülbahar, Y., & Kukul, V. (2016). A Framework for Computational Thinking Based on a Systematic Research Review. Baltic J. Modern Computing, 4(3), 583–596.

Kang, E. J. S., Donovan, C., & McCarthy, M. J. (2018). Exploring Elementary Teachers’ Pedagogical Content Knowledge and Confidence in Implementing the NGSS Science and Engineering Practices. Journal of Science Teacher Education, 29(1), 9–29. https://doi.org/10.1080/1046560X.2017.1415616

Kerres, M., & Bedenlier, S. (2020). Systematic Reviews in Educational Research. In Systematic Reviews in Educational Research. https://doi.org/10.1007/978-3-658-27602-7

Kestenbaum, D. (2005). The challenges of IDC. Communications of the ACM, 48(1), 35–38. https://doi.org/10.1145/1039539.1039566

Kishimoto, T. M. (2004). O jogo e a educação infantil. Perspetiva, 22, 105–128.

Korkmaz, Ö., Çakir, R., & Özden, M. Y. (2017). A validity and reliability study of the computational thinking scales (CTS). Computers in Human Behavior, 72, 558–569. https://doi.org/10.1016/j.chb.2017.01.005

Kotsopoulos, D., Floyd, L., Khan, S., Namukasa, I. K., Somanath, S., Weber, J., & Yiu, C. (2017). A Pedagogical Framework for Computational Thinking. Digital Experiences in Mathematics Education, 3(2), 154–171. https://doi.org/10.1007/s40751-017-0031-2

Kuo, W.-C., & Hsu, T.-C. (2020). Learning Computational Thinking Without a Computer: How Computational Participation Happens in a Computational Thinking Board Game. Asia-Pacific Education Researcher, 29(1), 67–83. https://doi.org/10.1007/s40299-019-00479-9

Lee, I., Martin, F., Denner, J., Coulter, B., Allan, W., Erickson, J., Malyn-Smith, J., & Werner, L. (2011). Computational Thinking for Youth in Practice. Education Inquiry, 2(1), 32–37. https://doi.org/10.1080/20004508.2019.1627844

Lee, V. R., Poole, F., Clarke-Midura, J., Recker, M., & Rasmussen, M. (2020). Introducing coding through tabletop board games and their digital instantiations across elementary classrooms and school libraries. Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE, 787–793. https://doi.org/10.1145/3328778.3366917

Linaza, J. L. (2013). El juego es un derecho y una necesidad de la infancia. (Spanish). Play Is for Children Both a Need and a Right. (English), Bordón. Revista De Pedagogía, 65(1), 103–117. https://recyt.fecyt.es/index.php/BORDON/article/view/brp.2013.65107

Lo, C. K. (2020). Systematic Reviews on Flipped Learning in Various Education Contexts. Systematic Reviews in Educational Research, 129–143. https://doi.org/10.1007/978-3-658-27602-7_8

Martins, A. R. Q., Miranda, G. L., & Eloy, A. da. S. (2020). Uma Revisão Sistemática de Literatura sobre Autoavaliação de Pensamento Computacional de Jovens. RENOTE, 18(1). https://doi.org/10.22456/1679-1916.106041

Menon, D., Romero, M., & Viéville, T. (2019). Computational thinking development and assessment through tabletop escape games. International Journal of Serious Games, 6(4), 3–18. https://doi.org/10.17083/ijsg.v6i4.319

Moreno-León, J., & Robles, G. (2015). Dr. Scratch: A web tool to automatically evaluate scratch projects. ACM International Conference Proceeding Series, 09-11-Nove(October), 132–133. https://doi.org/10.1145/2818314.2818338

Newman, M., & Gough, D. (2020). Systematic Reviews in Educational Research: Methodology, Perspectives and Application. Systematic Reviews in Educational Research, 3–22. https://doi.org/10.1007/978-3-658-27602-7_1

Nishida, T., Kanemune, S., Idosaka, Y., Namiki, M., Bell, T., & Kuno, Y. (2009). A CS unplugged design pattern. SIGCSE Bulletin Inroads, 41(1), 231–235. https://doi.org/10.1145/1539024.1508951

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. The BMJ, 372. https://doi.org/10.1136/bmj.n71

Papert, S. (1993). The Children’s Machine. BasicBooks.

Piedade, J., Dorotea, N., Ferrentini, F. S., & Pedro, A. (2019). A cross-analysis of block-based and visual programming apps with computer science student-teachers. Education Sciences, 9(3). https://doi.org/10.3390/educsci9030181

Prado, L. L. do. (2018). Jogos de Tabuleiro Modernos como Ferramenta Pedagógica: Pandemic e o ensino da ciência. Revista eletrônica Ludus Scientiae Vol. 02, Issue jul./dez. 2018, pp. 29–38. https://doi.org/10.30691/relus.v2i2.1485

Ramos, J. L., & Espadeiro, R. G. (2014). Os futuros professores e os professores do futuro. Os desafios da introdução ao pensamento computacional na escola, no currículo e na aprendizagem. Educação, Formação e Tecnologias, 7(2), 4–25. http://hdl.handle.net/10174/14227

Research National Council. (2011). Report of a Workshop on the Pedagogical Aspects of Computational Thinking. In Report of a Workshop on the Pedagogical Aspects of Computational Thinking. https://doi.org/10.17226/13170

Rogerson, M. J., & Gibbs, M. (2018). Finding Time for Tabletop: Board Game Play and Parenting. Games and Culture, 13(3), 280–300. https://doi.org/10.1177/1555412016656324

Román-González, M., Pérez-González, J. C., & Jiménez-Fernández, C. (2017). Which cognitive abilities underlie computational thinking? Criterion validity of the Computational Thinking Test. Computers in Human Behavior, 72, 678–691. https://doi.org/10.1016/j.chb.2016.08.047

Roungas, B. (2016). A Model-driven Framework for Educational Game Design. International Journal of Serious Games, 3(3). https://doi.org/10.17083/ijsg.v3i3.126

Selby, Cynthia and Woollard, John (2013) Computational thinking: the developing definition University of Southampton (E-prints) 6pp.

Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142–158. https://doi.org/10.1016/j.edurev.2017.09.003

Silva, A. F. da, & Kodama, H. M. Y. (2010). Jogos no ensino da matemática. Revista Ciência Em Extensão, 3(0), 30.

So, H. J., Jong, M. S. Y., & Liu, C. C. (2020). Computational Thinking Education in the Asian Pacific Region. Asia-Pacific Education Researcher, 29(1), 1–8. https://doi.org/10.1007/s40299-019-00494-w

Sousa, M., & Bernardo, E. (2019). Back in the game modern board games. Communications in Computer and Information Science, 1164, 72–85. https://doi.org/10.1007/978-3-030-37983-4_6

Tang, X., Yin, Y., Lin, Q., Hadad, R., & Zhai, X. (2020). Assessing computational thinking: A systematic review of empirical studies. Computers and Education, 148(December 2019), 103798. https://doi.org/10.1016/j.compedu.2019.103798

Tekdal, M. (2021). Trends and development in research on computational thinking. In Education and Information Technologies Vol. 26, Issue 5. Springer US. https://doi.org/10.1007/s10639-021-10617-w

Tsarava, K., Moeller, K., & Ninaus, M. (2018). Training Computational Thinking through board games: The case of Crabs & Turtles. International Journal of Serious Games, 5(2), 25–44. https://doi.org/10.17083/ijsg.v5i2.248

Tsarava, K., Moeller, K., & Ninaus, M. (2019). Board games for training computational thinking. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 11385 LNCS. https://doi.org/10.1007/978-3-030-11548-7_9

Tseng, C. Y., Doll, J., & Varma, K. (2019). Exploring evidence that board games can support computational thinking. Proceedings of International Conference on Computational Thinking Education, 61–64.

Valente, J. A. (2016). Integração do pensamento computacional no currículo da educação básica: Diferentes estratégias usadas e questões de formação de professores e avaliação do aluno. E-Curriculum, 14(3), 7–897.

Waite, J. (2017). Pedagogy in teaching Computer Science in schools: A Literature Review. The Royal Society, 1–90. https://royalsociety.org/~/media/policy/projects/computing-education/literature-review-pedagogy-in-teaching.pdf

Wangenheim, G. V. C., Medeiros, G. A. S. D., Filho, R. M., Petri, G., Pinheiro, F. D. C., Ferreira, M. N. F., & Hauck, J. C. R. (2019). Splash code - a board game for learning an understanding of algorithms in middle school. Informatics in Education, 18(2), 259–280. https://doi.org/10.15388/infedu.2019.12

Weintrop, D., Orton, K., Horn, M., Beheshti, E., Trouille, L., Jona, K., & Wilensky, U. (2015). Computational thinking in the science classroom: Preliminary findings from a blended curriculum. Proceedings of the Annual Meeting of the National Association for Research in Science Teaching. https://ccl.northwestern.edu/papers/2014/Weintrop_et_al-NARST_2015.pdf

Werner, L., Denner, J., Campe, S., & Kawamoto, D. C. (2012). The fairy performance assessment: Measuring computational thinking in middle school. SIGCSE’12 - Proceedings of the 43rd ACM Technical Symposium on Computer Science Education, 215–220. https://doi.org/10.1145/2157136.2157200

Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215

Wing, J. (2011). Research notebook: Computational thinking—What and why? The Link Magazine, June 23, 2015. http://www.cs.cmu.edu/link/research-notebook-computational-thinking-what-and-why

Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 366(1881), 3717–3725. https://doi.org/10.1098/rsta.2008.0118

Woods, S. (2019). Eurogames?: The Design, Culture and Play of Modern European Board Games. Journal of Chemical Information and Modeling Vol. 53, Issue 9.

Wu, S. Y., & Su, Y. S. (2021). Behavior and cognition processing of educational tabletop coding games. Journal of Internet Technology, 22(2), 363–370. https://doi.org/10.3966/160792642021032202011

Wu, S.-Y. (2018). The development and challenges of computational thinking board games. Proceedings - 2018 1st International Cognitive Cities Conference, IC3 2018, 129–131. https://doi.org/10.1109/IC3.2018.00-45

Wu, S.-Y., & Su, Y.-S. (2021). Behavior and cognition processing of educational tabletop coding games. Journal of Internet Technology, 22(2), 363–370. https://doi.org/10.3966/160792642021032202011

Yadav, A., Mayfield, C., Zhou, N., Hambrusch, S., & Korb, J. T. (2014). Computational thinking in elementary and secondary teacher education. ACM Transactions on Computing Education, 14(1). https://doi.org/10.1145/2576872

Yen, J.-C., & Liao, W.-C. (2019). Effects of Cognitive Styles on Computational Thinking and Gaming Behavior in an Educational Board Game. International Journal of Learning Technologies and Learning Environments, 2(2), 1–10. https://doi.org/10.52731/ijltle.v2.i2.477

Publicado

2022-07-29

Cómo citar

Machuqueiro, F. D. H., & Piedade, J. M. N. (2022). Development of computational thinking using board games: A systematic literature review based on empirical studies. Revista Prisma Social, (38), 5–36. Recuperado a partir de https://revistaprismasocial.es/article/view/4766