<TechTopia> and Robots: Developing Computational Thinking in Young Learners through a Complex Board Game

This study investigates the effectiveness of using the educational complex board game <TechTopia> to enhance computational thinking (CT) skills among upper-grade elementary students. The game integrates interdisciplinary learning, programming, and robot-related scenarios, providing a hands-on experience that encourages students to apply CT concepts such as pattern recognition, algorithm design, and logical reasoning. It incorporates problem-solving tasks similar to those found in the Bebras challenge, allowing students to engage with real-world-inspired puzzles that support the development of core CT abilities. A pre-test and post-test were administered to measure changes in students' CT abilities, and a satisfaction survey was conducted to assess their engagement and learning experience. The results showed significant improvements in CT skills, with students achieving high accuracy rates, especially in tasks related to data representation, algorithmic thinking, and reverse reasoning. The survey also indicated high levels of student satisfaction, with positive feedback on the game's design, collaborative elements, and its impact on their problem-solving abilities. These findings suggest that game-based learning, such as <TechTopia>, can effectively promote computational thinking and enhance students' critical thinking and problem-solving skills.

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Publication Details

Journal
IIAI Letters on Informatics and Interdisciplinary Research
Published
2025-01-01
DOI
https://doi.org/10.52731/liir.v006.382
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00

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article

<TechTopia> and Robots: Developing Computational Thinking in Young Learners through a Complex Board Game

Ju-Ling SHIH, Chia-Chun Tseng, Hsuan-Wen Chen, Yu-Li Hsueh
IIAI Letters on Informatics and Interdisciplinary Research
Teaching and Learning Programming
article

<TechTopia> and Robots: Developing Computational Thinking in Young Learners through a Complex Board Game

Ju-Ling SHIH, Chia-Chun Tseng, Hsuan-Wen Chen, Yu-Li Hsueh
article en

Abstract

This study investigates the effectiveness of using the educational complex board game &lt;TechTopia&gt; to enhance computational thinking (CT) skills among upper-grade elementary students. The game integrates interdisciplinary learning, programming, and robot-related scenarios, providing a hands-on experience that encourages students to apply CT concepts such as pattern recognition, algorithm design, and logical reasoning. It incorporates problem-solving tasks similar to those found in the Bebras challenge, allowing students to engage with real-world-inspired puzzles that support the development of core CT abilities. A pre-test and post-test were administered to measure changes in students' CT abilities, and a satisfaction survey was conducted to assess their engagement and learning experience. The results showed significant improvements in CT skills, with students achieving high accuracy rates, especially in tasks related to data representation, algorithmic thinking, and reverse reasoning. The survey also indicated high levels of student satisfaction, with positive feedback on the game's design, collaborative elements, and its impact on their problem-solving abilities. These findings suggest that game-based learning, such as &lt;TechTopia&gt;, can effectively promote computational thinking and enhance students' critical thinking and problem-solving skills.

IIAI Letters on Informatics and Interdisciplinary ResearchVol. 6
National Central University (TW)
National Science and Technology Council
Openalex Percentile: Top 69%
Teaching and Learning Programming
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&lt;TechTopia&gt; and Robots: Developing Computational Thinking in Young Learners through a Complex Board Game — Ju-Ling SHIH, Chia-Chun Tseng, et al. · IIAI Letters on Informatics and Interdisciplinary Research (2025) | TGRS Research Map | TGRS