A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education †

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Abstract

Due to the COVID-19 pandemic, courses for all ages in many countries moved online. The ability to use information technology fluently for learning has become a vital issue. Whether students can develop computational thinking (CT) literacy in online or offline learning environments is investigated. Two web games, Rummikub and Robozzle, are applied to teach computational thinking through Google Meet, Google Classroom, and offline live teaching. The results indicate that offline training activities are more appropriate for middle school students.

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Chen, L. X., Su, S. W., Chen, Y. Y., Liao, C. H., & Yuan, S. M. (2023). A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education †. Engineering Proceedings, 55(1). https://doi.org/10.3390/engproc2023055031

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