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Unplugged gamification in education

Developing computational thinking skills through embodied gameplay

Bibliographic Data

ID21348439
AuthorsAthanasios Christopoulos (0000-0002-1809-5525, Turku Research Institute for Learning Analytics, University of Turku, corresponding author), Stylianos Mystakidis (0000-0002-9162-8340, University of Patras), Chrysostomos Stylios (0000-0002-2888-6515, University of Ioannina), Ioannis G Tsoulos (0000-0002-2343-2733, University of Ioannina)
Year2026
Volume119
Issue1
Pages77-90
Publication date2026-01-02
Open AccessYes
TypeARTICLE
VenueThe Journal of Educational Research (JOURNAL)
Journal identifiersISSN: 0022-0671 • E-ISSN: 1940-0675
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/00220671.2025.2517266
OpenAlexW4411462455
LanguageEN
Citations received1
References cited35

The study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13–15 years old) were randomly assigned to an escape room or treasure hunt, where over a five-day summer vacation program, they participated in activities designed to improve CT components. Quantitative analysis revealed significant improvements in CT test scores after the intervention in both conditions for both genders. Qualitative analysis confirmed these findings and further highlighted their impact on engagement. Collaborative learning and cognitive challenge were positive aspects, while some challenges related to team dynamics and task complexity were also identified. The study demonstrates the potential of physically active gamification in CT education and highlights the importance of taking gender-specific experiences into account

Cognitive science · Computational Thinking · Embodied cognition · Human–computer interaction · Mathematics education · Artificial Intelligence · Computer Science · Educational Games and Gamification · Online Learning and Analytics · Psychology · Teaching and Learning Programming

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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