Design and preliminary validation of an AI enhanced game based learning environment for computational thinking in upper secondary education

Abstract Integrating generative artificial intelligence within game-based learning offers promising but still-maturing possibilities for computational thinking (CT) education. This developmental research study (Type I) reports the design and preliminary validation of an AI-enhanced game-based learning environment (AI-GBLE) for upper-secondary students. Grounded in constructivism, cognitive load theory, information processing theory, mental models theory, and game-based learning principles, the environment integrates six components on the Roblox platform—problem-based scenarios, learning resources, collaborative learning, a CT enhancement centre, scaffolding, and an AI coaching system combining a GPT-4-powered conversational non-player character with a rule-based adaptive difficulty engine—within an authentic Smart Greenhouse (Internet of Things) context. Following expert appraisal of content, instructional design, and media-technology quality by nine specialists, three per domain, 30 Grade 11 students in Thailand used the environment across eight 60-minute sessions over six weeks in a one-group pretest–posttest validation. Students showed pre–post gains of 3.07 points on the 20-point computational thinking test (Wilcoxon r = .86; Cohen’s d_av = 2.79) and 5.90 points on the 15-point achievement test (d_av = 3.23)—standardised effects inflated by ceiling compression—and reported strong immediate satisfaction across six acceptance dimensions (overall M = 4.64). Because the single-group design precludes causal attribution, these findings are interpreted as preliminary evidence—of feasibility, acceptability, and learning-related signals from a developed prototype—rather than as intervention effectiveness. The individual contributions of the AI coach, adaptive engine, and other components were not empirically established. The study contributes a theory-mapped design heuristic for AI-augmented game-based learning and identifies controlled comparisons, improved measurement, and mechanism-focused analyses as priorities for subsequent research.

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Publication Details

Journal
Discover Education
Published
2026-10-30
DOI
https://doi.org/10.1007/s44217-026-02362-4
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
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article

Design and preliminary validation of an AI enhanced game based learning environment for computational thinking in upper secondary education

Issara Kanjug, Chinnaphat Junruang, Pongsakon Hengsawat
4 links
Discover Education
Teaching and Learning Programming
article

Design and preliminary validation of an AI enhanced game based learning environment for computational thinking in upper secondary education

Issara Kanjug, Chinnaphat Junruang, Pongsakon Hengsawat
article en

Abstract

Abstract Integrating generative artificial intelligence within game-based learning offers promising but still-maturing possibilities for computational thinking (CT) education. This developmental research study (Type I) reports the design and preliminary validation of an AI-enhanced game-based learning environment (AI-GBLE) for upper-secondary students. Grounded in constructivism, cognitive load theory, information processing theory, mental models theory, and game-based learning principles, the environment integrates six components on the Roblox platform—problem-based scenarios, learning resources, collaborative learning, a CT enhancement centre, scaffolding, and an AI coaching system combining a GPT-4-powered conversational non-player character with a rule-based adaptive difficulty engine—within an authentic Smart Greenhouse (Internet of Things) context. Following expert appraisal of content, instructional design, and media-technology quality by nine specialists, three per domain, 30 Grade 11 students in Thailand used the environment across eight 60-minute sessions over six weeks in a one-group pretest–posttest validation. Students showed pre–post gains of 3.07 points on the 20-point computational thinking test (Wilcoxon r = .86; Cohen’s d_av = 2.79) and 5.90 points on the 15-point achievement test (d_av = 3.23)—standardised effects inflated by ceiling compression—and reported strong immediate satisfaction across six acceptance dimensions (overall M = 4.64). Because the single-group design precludes causal attribution, these findings are interpreted as preliminary evidence—of feasibility, acceptability, and learning-related signals from a developed prototype—rather than as intervention effectiveness. The individual contributions of the AI coach, adaptive engine, and other components were not empirically established. The study contributes a theory-mapped design heuristic for AI-augmented game-based learning and identifies controlled comparisons, improved measurement, and mechanism-focused analyses as priorities for subsequent research.

Discover EducationVol. 5(1)
Khon Kaen University (TH)
Quality education
Openalex Percentile: Top 7%
Teaching and Learning Programming
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