Abstract

This article presents a systematic literature review (SLR) on the effects of serious games, or more specifically educational games that aim to teach Computational Thinking (CT) skills to primary school students. Sixty one studies from various data sources were evaluated based on the CT skills and programming concepts addressed, the evaluation instruments used, the target audience, the learning outcomes and their results. The findings of the studies on the efficiency or impact of educational games on the acquisition of the proposed topics were positive, indicating that educational programming games can help primary school students develop CT skills or understand fundamental programming concepts. Additionally, the results suggest a general positive attitude towards the use of an educational game for learning purposes, while students perceive games as a great motivator for engaging in CT activities. Finally, the research discusses research gaps and shortages, as well as methodological limitations and recommendations for future work in the relevant domain.

Details

Title
Studying the effects of educational games on cultivating computational thinking skills to primary school students: a systematic literature review
Author
Giannakoulas, Andreas 1   VIAFID ORCID Logo  ; Xinogalos, Stelios 1   VIAFID ORCID Logo 

 University of Macedonia, Department of Applied Informatics, School of Information Sciences, Thessaloniki, Greece (GRID:grid.10212.30) (ISNI:0000 0000 9902 5603) 
Pages
1283-1325
Publication year
2024
Publication date
Dec 2024
Publisher
Springer Nature B.V.
ISSN
21979987
e-ISSN
21979995
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
3126813973
Copyright
© The Author(s) 2023. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.