Computational Thinking in Game-Based Learning for STEM Education

Game-based learning (GBL) has been shown to enhance engagement, comprehension of course material, and academic achievements. This study aims to investigate previous studies on integrating computational thinking (CT) abilities in STEM education through GBL and propose a framework for integrating CT t...

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书目详细资料
发表在:2024 IEEE 14TH SYMPOSIUM ON COMPUTER APPLICATIONS & INDUSTRIAL ELECTRONICS, ISCAIE 2024
Main Authors: Ahamad, Noor Affieyka Natasha; Ismail, Ismassabah; Zain, Nurul Hidayah Mat; Ismail, Marina
格式: Proceedings Paper
语言:English
出版: IEEE 2024
主题:
在线阅读:https://www-webofscience-com.uitm.idm.oclc.org/wos/woscc/full-record/WOS:001283898700072
实物特征
总结:Game-based learning (GBL) has been shown to enhance engagement, comprehension of course material, and academic achievements. This study aims to investigate previous studies on integrating computational thinking (CT) abilities in STEM education through GBL and propose a framework for integrating CT through the GBL framework. The proposed framework focuses on certain domains in creating mobile gaming content that facilitates the user's acquisition of knowledge about the advancement of CT in science, specifically within the STEM discipline. In addition, a comprehensive literature review was undertaken to identify a specific research need. In the proposed framework, this study emphasized more that CT is implemented as an approach to attract the involvement of students in STEM education through the framework. To foster more engagement, the development of CT should consider STEM-appropriate components of the framework by optimizing software and hardware functions.
ISSN:2836-4864
DOI:10.1109/ISCAIE61308.2024.10576494