DOAJ Open Access 2023

A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education

Li-Xian Chen Shih-Wen Su Yen-Yun Chen Chia-Hung Liao Shyan-Ming Yuan

Abstrak

Due to the COVID-19 pandemic, courses for all ages in many countries moved online. The ability to use information technology fluently for learning has become a vital issue. Whether students can develop computational thinking (CT) literacy in online or offline learning environments is investigated. Two web games, Rummikub and Robozzle, are applied to teach computational thinking through Google Meet, Google Classroom, and offline live teaching. The results indicate that offline training activities are more appropriate for middle school students.

Penulis (5)

L

Li-Xian Chen

S

Shih-Wen Su

Y

Yen-Yun Chen

C

Chia-Hung Liao

S

Shyan-Ming Yuan

Format Sitasi

Chen, L., Su, S., Chen, Y., Liao, C., Yuan, S. (2023). A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education. https://doi.org/10.3390/engproc2023055031

Akses Cepat

PDF tidak tersedia langsung

Cek di sumber asli →
Lihat di Sumber doi.org/10.3390/engproc2023055031
Informasi Jurnal
Tahun Terbit
2023
Sumber Database
DOAJ
DOI
10.3390/engproc2023055031
Akses
Open Access ✓