Validating game-based learning assessment of students’ computational thinking practices using Bayesian networks and machine-learning based detectors
Bibliographic Data
| ID | 21743904 |
|---|---|
| Authors | Elizabeth Rowe (0000-0002-3185-2308, Terumo (Germany)), Russell G Almond (0000-0002-8876-9337, Florida State University, corresponding author), Ma Victoria Almeda (0000-0001-5172-6467, Terumo (Germany)) |
| Year | 2026 |
| Volume | 58 |
| Issue | 1 |
| Pages | 14-31 |
| Publication date | 2026-01-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Research on Technology in Education (JOURNAL) |
| Journal identifiers | ISSN: 1539-1523 • E-ISSN: 1945-0818 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/15391523.2025.2590018 |
| OpenAlex | W7130698270 |
| Language | EN |
| Citations received | 1 |
| References cited | 20 |
Zoombinis is an award-winning digital game aligned with four computational thinking practices—problem decomposition, pattern recognition, abstraction, and algorithm design. The study manipulates two levels of scoring: Evidence identification (EI)—identifying outcomes from a single puzzle-level,—and evidence accumulation (EA)—summarizing observed outcomes across puzzles and levels. For three puzzles, machine learning detectors provide information about players’ computational thinking practices. For the remaining 45 puzzle-levels, only basic information (e.g. degree of player success) is available. These are combined with two EA algorithms: the average of detector outputs, and a Bayesian network. This study uses data from 716 students complete pre- and post-assessments. The correlation among the measures of computational thinking was positive yet modest, suggesting that the measures focus on different aspects of computational thinking
Bayesian network · Bayesian probability · Bayesian statistics · Computational model · Computational Thinking · Detector · Evaluation methods · Educational Games and Gamification · Intelligent Tutoring Systems and Adaptive Learning · Online Learning and Analytics
Defining Computational Thinking for Mathematics and Science Classrooms
Foundations of Game-Based Learning
Demystifying computational thinking
Assessing implicit computational thinking in Zoombinis puzzle gameplay
The development of students’ computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |