2022
DOI: 10.3991/ijim.v16i06.26281
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Design, Development, and Evaluation of the Robobug Board Game: An Unplugged Approach to Computational Thinking

Abstract: This paper presents the design, development, and evaluation of the Robobug board game, which was developed to foster computational thinking (CT) among primary school pupils in Malaysia, particularly those who encounter computer and Internet access issues. Utilizing Richey and Klein's design and development (DDR) methodologies, this research serves as a primer by first concentrating on needs analysis for the design, then converting it into the development of the board game. The focus of this study was on how th… Show more

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Cited by 6 publications
(4 citation statements)
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“…Research within each cluster focused on distinct themes, including [127] the development of CT skills via GBL [128,129] teaching approaches [130] in cluster 1, assessment frameworks for GBL [131] in cluster 2, various aspects of CT and GBL, along with attitudes like engagement [132] and motivation [103] in cluster 3, and CT-related topics to be interesting in cluster 4. The content analysis of these clusters identified prevalent themes, including GBL evaluation frameworks, teaching strategies, and attitudes like confidence, encouragement, motivation, and [133] engagement. These research trends provide valuable insights for guiding future investigations and curriculum development in educational support.…”
Section: Discussionmentioning
confidence: 99%
“…Research within each cluster focused on distinct themes, including [127] the development of CT skills via GBL [128,129] teaching approaches [130] in cluster 1, assessment frameworks for GBL [131] in cluster 2, various aspects of CT and GBL, along with attitudes like engagement [132] and motivation [103] in cluster 3, and CT-related topics to be interesting in cluster 4. The content analysis of these clusters identified prevalent themes, including GBL evaluation frameworks, teaching strategies, and attitudes like confidence, encouragement, motivation, and [133] engagement. These research trends provide valuable insights for guiding future investigations and curriculum development in educational support.…”
Section: Discussionmentioning
confidence: 99%
“…The types of questions (paragraphs) and how to answer accurately without leaving any paragraph unanswered. Debugging instructions have been prepared [21][22][23][24]. For each item, one point was awarded for a correct answer, and zero points were awarded for an incorrect answer.…”
Section: Methodsmentioning
confidence: 99%
“…It is noticeable in this era that the use of mobile phones is widespread, and mobile phones contain a variety of settings, giving students a wide range of modern and advanced uses of gaming technology in learning [8]. Learning through games is represented by individuality, and it is personal learning that is characterized by a response to the personal requirements of the student and is also characterized by the possibility of mobility and communication through global electronic platforms and networks [9]. Learning through games shapes students' knowledge and skills [10].…”
Section: Game-based E-learningmentioning
confidence: 99%