Validating the effectiveness of game-based learning approach in the form of video game for assessing computational thinking

Authors

  • Tan Meng Joo Universiti Pendidikan Sultan Idris
  • Wong Yoke Seng Universiti Pendidikan Sultan Idris

DOI:

https://doi.org/10.37134/jictie.vol8.sp.2.1.2021

Keywords:

game-based learning, computational thinking, learning assessment, video games

Abstract

This research aims to validate the effectiveness of students’ understanding in four aspects of computational thinking with the game-based learning assessment. The four aspects of computational thinking involved in this research are decomposition, pattern recognition, abstraction, and algorithm. This research will use a mixed method design approach with a quasi-experiment using a pre-test and post-test nonequivalent group design. The quasi-experiment will validate the effectiveness of students’ understanding on the decomposition, pattern recognition, abstraction, and algorithm aspects of computational thinking with the game-based learning assessment. The qualitative data gathered will be analyzed using thematic analysis. It is expected that the students’ understanding in four aspects of computational thinking with the game-based learning assessment will vary in terms of the effectiveness.

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Published

2021-12-24

How to Cite

Joo, T. M., & Seng, W. Y. (2021). Validating the effectiveness of game-based learning approach in the form of video game for assessing computational thinking. Journal of ICT in Education, 8(4), 1–12. https://doi.org/10.37134/jictie.vol8.sp.2.1.2021