Unplugged gamification in education: Developing computational thinking skills through embodied gameplay

dc.contributor.authorChristopoulos, Athanasios
dc.contributor.authorMystakidis, Stylianos
dc.contributor.authorStylios, Chrysostomos
dc.contributor.authorTsoulos, Ioannis G.
dc.contributor.organizationfi=oppimisanalytiikan tutkimusinstituutti|en=Turku Research Institute for Learning Analytics|
dc.contributor.organization-code1.2.246.10.2458963.20.73636593326
dc.converis.publication-id499067469
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/499067469
dc.date.accessioned2025-08-27T22:08:23Z
dc.date.available2025-08-27T22:08:23Z
dc.description.abstractThe study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13-15 years old) were randomly assigned to an escape room or treasure hunt, where over a five-day summer vacation program, they participated in activities designed to improve CT components. Quantitative analysis revealed significant improvements in CT test scores after the intervention in both conditions for both genders. Qualitative analysis confirmed these findings and further highlighted their impact on engagement. Collaborative learning and cognitive challenge were positive aspects, while some challenges related to team dynamics and task complexity were also identified. The study demonstrates the potential of physically active gamification in CT education and highlights the importance of taking gender-specific experiences into account.
dc.identifier.eissn1940-0675
dc.identifier.jour-issn0022-0671
dc.identifier.olddbid201708
dc.identifier.oldhandle10024/184735
dc.identifier.urihttps://www.utupub.fi/handle/11111/48835
dc.identifier.urlhttps://doi.org/10.1080/00220671.2025.2517266
dc.identifier.urnURN:NBN:fi-fe2025082789547
dc.language.isoen
dc.okm.affiliatedauthorChristopoulos, Athanasios
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherInforma UK Limited
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.publisher.placeABINGDON
dc.relation.doi10.1080/00220671.2025.2517266
dc.relation.ispartofjournalJournal of Educational Research
dc.source.identifierhttps://www.utupub.fi/handle/10024/184735
dc.titleUnplugged gamification in education: Developing computational thinking skills through embodied gameplay
dc.year.issued2025

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