Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children

Abstract Computational thinking (CT), defined through its dimensions of abstraction, generalization, algorithmic thinking, and evaluation, fosters cognitive skills for solving problems logically and systematically, preparing individuals for the challenges of the digital society, where interaction with machines is essential. This empirical pre-experimental study arises from an individualized intervention with students aged 4–6 (N = 82), aimed at measuring their level of CT. Its originality lies in involving them in a story featuring a robot, whose mission is to help a turtle recover its habitat. To achieve this, they must program the robot to follow a predetermined route and overcome various challenges. Thus, the CT-Robot-DST scale was designed and validated, consisting of 14 indicators with 4 performance levels, to record the observed level of CT during the intervention (27′ 30′′ per child). This scale assesses their skills in task planning and sequencing, logical reasoning, lateralization, spatial orientation, understanding and identifying the buttons to program the robot’s movements, memorization, counting, eye-hand coordination, problem-solving, effectiveness, and engagement with the story. The results show that the majority of the students engaged in the story, expressed interest in planning and executing the required tasks, successfully programmed the robot, solved problems, and overcame the proposed challenges. Thus, 78.1% of the students scored close to the high CT level. The more autonomous students performed better. Undoubtedly, this intervention, focused on completing various tasks structured around a narrative featuring a robot, represents an innovative approach that involves students in the storyline to solve the challenges.

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Publication Details

Journal
Early Childhood Education Journal
Published
2025-05-20
DOI
https://doi.org/10.1007/s10643-025-01930-x
Citations
2
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
3.39

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article

Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children

Nerea López‐Bouzas, Jonathan Castañeda Fernández, María Esther del Moral Pérez
2 citations
Early Childhood Education Journal
Teaching and Learning Programming
3.39
article

Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children

Nerea López‐Bouzas, Jonathan Castañeda Fernández, María Esther del Moral Pérez
article en
2 citations

Abstract

Abstract Computational thinking (CT), defined through its dimensions of abstraction, generalization, algorithmic thinking, and evaluation, fosters cognitive skills for solving problems logically and systematically, preparing individuals for the challenges of the digital society, where interaction with machines is essential. This empirical pre-experimental study arises from an individualized intervention with students aged 4–6 (N = 82), aimed at measuring their level of CT. Its originality lies in involving them in a story featuring a robot, whose mission is to help a turtle recover its habitat. To achieve this, they must program the robot to follow a predetermined route and overcome various challenges. Thus, the CT-Robot-DST scale was designed and validated, consisting of 14 indicators with 4 performance levels, to record the observed level of CT during the intervention (27′ 30′′ per child). This scale assesses their skills in task planning and sequencing, logical reasoning, lateralization, spatial orientation, understanding and identifying the buttons to program the robot’s movements, memorization, counting, eye-hand coordination, problem-solving, effectiveness, and engagement with the story. The results show that the majority of the students engaged in the story, expressed interest in planning and executing the required tasks, successfully programmed the robot, solved problems, and overcame the proposed challenges. Thus, 78.1% of the students scored close to the high CT level. The more autonomous students performed better. Undoubtedly, this intervention, focused on completing various tasks structured around a narrative featuring a robot, represents an innovative approach that involves students in the storyline to solve the challenges.

Early Childhood Education Journal
Universidad de Oviedo (ES)
Universidad de Oviedo
Openalex Percentile: Top 7%
Teaching and Learning Programming
3.39
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Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children — Nerea López‐Bouzas, Jonathan Castañeda Fernández, et al. · Early Childhood Education Journal (2025) | TGRS Research Map | TGRS