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Cited 2 time in webofscience Cited 2 time in scopus
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An adaptive educational computer game: Effects on students' knowledge and learning attitude in computational thinking

Authors
Hooshyar, DanialMalva, LiinaYang, YeongwookPedaste, MargusWang, MinhongLim, Heuiseok
Issue Date
Jan-2021
Publisher
PERGAMON-ELSEVIER SCIENCE LTD
Keywords
Adaptive educational computer game; Computational thinking knowledge and skills; Adaptive learning; Adaptive game-play
Citation
COMPUTERS IN HUMAN BEHAVIOR, v.114
Indexed
SSCI
SCOPUS
Journal Title
COMPUTERS IN HUMAN BEHAVIOR
Volume
114
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/50269
DOI
10.1016/j.chb.2020.106575
ISSN
0747-5632
Abstract
Several studies have reported that adaptivity and personalization in educational computer games facilitate reaching their full educational potential. However, there is little effort to develop adaptive educational computer games for promoting students' computational thinking (CT). In this study, an adaptive computer game is introduced, called AutoThinking, that not only promotes both CT skills and conceptual knowledge, but also provides adaptivity in both game-play and learning processes. To evaluate the possible effects of the game, an experimental study was carried out with 79 students in an elementary school in Estonia. AutoThinking and a conventional technology-enhanced learning approach were used for teaching CT to the experimental and control group, respectively. Our results reveal that AutoThinking improved students' CT skills and conceptual knowledge better than the conventional approach. It was also found that students with a low and high level of prior knowledge made higher improvement in knowledge gain using the adaptive game compared to the traditional approach, especially those students with lower prior knowledge. Finally, our findings show that the adaptive game could also improve students' learning attitude toward CT better than the conventional approach, especially those students with higher prior learning attitudes.
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