Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

Enhancing computational thinking and spatial reasoning skills in gamification programming learning

A comparative study of tangible, block and paper‐and‐pencil tools

Datos Bibliográficos

ID21297633
AutoresXin Gong (0000-0002-9018-918X, College of Education Capital Normal University Beijing China), Weiqi Xu (0000-0002-4259-0091, College of Education Zhejiang University Hangzhou China), Shufan Yu (0000-0001-6845-0065, School of Educational Information Technology, Faculty of Artificial Intelligence in Education Central China Normal University Wuhan Hubei China), Jingjing Ma (0000-0001-5520-1705, School of Educational Information Technology, Faculty of Artificial Intelligence in Education Central China Normal University Wuhan Hubei China), Ailing Qiao (0009-0003-6996-7711, College of Education Capital Normal University Beijing China, autor de correspondencia)
Año2025
Volumen56
Número1
Páginas80-102
Fecha de publicación2025-01-01
Open AccessSí
TipoARTICLE
RevistaBritish Journal of Educational Technology (JOURNAL)
Identificadores de la revistaISSN: 0007-1013 • E-ISSN: 1467-8535
EditorialWiley (PUBLISHER • GB)
DOI10.1111/bjet.13482
OpenAlexW4399022046
IdiomaEN
Citas recibidas6
Referencias citadas65

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

Abstraction · Class (philosophy) · Computational Thinking · Human–computer interaction · Inductive programming · Mathematics education · Multimedia · Pencil (optics) · Programming language · Programming paradigm · Artificial Intelligence · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Mathematics · Teaching and Learning Programming

  • Enhancing preschoolers' geometric cognition through mobile educational applications

    Open Access•Yu Wang, Xiaodong Wei•Acta Psychologica•2025

  • Individual vs peer support in the AI era

    Open Access•Abdullahi Yusuf, Samia Mouas et al.•Thinking Skills and Creativity•2026

  • Code in motion

    Open Access•Nezahat Hamiden Karaca, Ümit Ünsal Kaya et al.•Thinking Skills and Creativity•2026

  • The Relationship Between Pattern Skills and Computational Thinking Skills in Young Children Aged 5–6

    Open Access•Roza Nur Bayık, Mehmet Ceylan•International Journal of Science…•2026

  • Enhancing Computational Thinking and Spatial Thinking

    Open Access•Xin Gong, Yurou Yan et al.•Journal of Educational Computing…•2026

  • Unravelling the Computational Thinking and Spatial Thinking Development

    Open Access•Xin Gong, Weiqi Xu et al.•Journal of Computer Assisted…•2025

  • Self-Determination Theory

    Richard M Ryan, Edward L Deci•Self-Determination Theory•2017

  • Coding as a playground

    Open Access•Marina Umaschi Bers, Carina Soledad González González et al.•Computers & Education•2019

  • Which cognitive abilities underlie computational thinking? Criterion validity of the Computational Thinking Test

    Open Access•Marcos Román‐gonzález, Juan‐carlos Pérez‐gonzález et al.•Computers in Human Behavior•2017

  • Cognitive Load Measurement as a Means to Advance Cognitive Load Theory

    Fred Paas, Juhani E Tuovinen et al.•Educational Psychologist•2003

  • Instructional control of cognitive load in the training of complex cognitive tasks

    Open Access•Fred Paas, Fred G W C Paas et al.•Educational Psychology Review•1994

  • Spatial abilities at different scales

    Open Access•Mary Hegarty, Daniel R Montello et al.•intelligence•2006

  • Problem solving by 5–6 years old kindergarten children in a computer programming environment

    Open Access•Georgios Fessakis, Evaggelia Gouli et al.•Computers & Education•2013

  • Challenging games help students learn

    Open Access•Juho Hamari, David J Shernoff et al.•Computers in Human Behavior•2016

  • Benefits of multisensory learning

    Open Access•Ladan Shams, Aaron R Seitz•Trends in Cognitive Sciences•2008

  • Cognitive Architecture and Instructional Design

    Open Access•John Sweller, Jeroen J G Van Merriënboer et al.•Educational Psychology Review•1998

  • Analysis of Scratch Software in Scientific Production for 20 Years

    Open Access•Pablo Dúo-Terrón•Education Sciences•2023

  • Assessment of Scratch Programming Language as a Didactic Tool to Teach Functions

    Open Access•Eduardo Quevedo, Alberto Zapatera•Education Sciences•2021

  • Augmented reality in STEM education

    Mustafa Sırakaya, Didem Alsancak Sırakaya•Interactive Learning Environments•2022

  • Developing young children's computational thinking with educational robotics

    Open Access•Charoula Angeli, Nicos Valanides•Computers in Human Behavior•2020

  • Effect of augmented reality-based virtual educational robotics on programming students’ enjoyment of learning, computational thinking skills, and academic achievement

    Open Access•Fang-Chuan Ou Yang, Hui-Min Lai et al.•Computers & Education•2023

  • Enhancing student's computational thinking skills with student-generated questions strategy in a game-based learning platform

    Open Access•Yu-ping Cheng, Yu‐Ping Cheng et al.•Computers & Education•2023

  • Which way of design programming activities is more effective to promote K‐12 students' computational thinking skills? A meta‐analysis

    Open Access•Lihui Sun, Linlin Hu et al.•Journal of Computer Assisted…•2021

Citas por año6
Intervalo de citas2025 - 2026 (2)
Altamente citadoNo

Herramientas

Abrir DOIOpen Access
Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae