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

Li Xian Chen, Shih Wen Su, Yen Yun Chen, Chia Hung Liao, Shyan Ming Yuan*

*此作品的通信作者

研究成果: Article同行評審

1 引文 斯高帕斯(Scopus)

摘要

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.

原文English
文章編號31
期刊Engineering Proceedings
55
發行號1
DOIs
出版狀態Published - 2023

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