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A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education

Bibliographic Data

ID22048089
AuthorsFábio Machuqueiro (0000-0002-5884-6346, University of Lisbon, corresponding author), João Piedade (0000-0002-4118-397X, University of Lisbon, corresponding author)
Year2024
Volume14
Issue11
Pages1182
Publication date2024-10-29
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci14111182
OpenAlexW4403850862
LanguageEN
Citations received2
References cited36

Recent studies highlight the potential of modern board games (MBGs) to foster computational thinking (CT) skills in students. This research explored the impact of integrating MBGs into a primary education classroom through an embedded concurrent mixed-methods approach, with a pre-experimental design in its quantitative aspect and content analysis in its qualitative dimension, with 20 fourth-grade students from a school in Portugal. The students participated in 10 game sessions, each lasting 50 min, and their CT skills were assessed using Bebras tasks in both the pre-test and post-test phases. Statistical analysis, including the Shapiro–Wilk test for normality and paired sample t-tests, revealed significant improvements in key CT areas, particularly abstraction, algorithmic thinking, and decomposition. Descriptive statistics were also calculated, and content analysis using Nvivo software was conducted on field notes, corroborating the quantitative data. The results suggest that MBGs can serve as a valuable educational tool for developing CT skills in young learners. This study not only highlights the effectiveness of MBGs but also emphasises the need for further research using more robust experimental designs to enhance CT development in educational settings

Computational Thinking · Linguistics · Mathematics education · Multimedia · Pedagogy · Portuguese · Primary education · Computer Science · Educational Games and Gamification · Open Education and E-Learning · Psychology · Teaching and Learning Programming

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Citations per year2
Citation span2025 - 2026 (2)
Highly citedNo

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