Skip to main content

Playing Video Games to Learn Computational Thinking? A Case Study of Game-Based Learning in Secondary CS Education

  • Conference paper
  • First Online:
Towards a Hybrid, Flexible and Socially Engaged Higher Education (ICL 2023)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 901))

Included in the following conference series:

  • 160 Accesses

Abstract

Game-based learning has shown promise in teaching computer science in schools by enhancing student engagement and motivation. This paper presents a case conducted in an Austrian secondary school involving 23 students. The students were divided into two groups that acquire fundamental skills in programming - one group using game-based learning and the second group in traditional learning. This study aims to incorporate the serious game sCool into computer science education and compare the benefits of game-based learning compared to traditional methods. The study expresses that students within the game-based group showed lower levels of motivation for computer science compared to those using traditional methods. Additionally, the game-based learning approach resulted in similar retention of computational thinking knowledge among the students one year after the study was conducted. The findings support the idea that incorporating serious games in computer science education can lead to improved learning outcomes. The paper concludes by emphasizing the importance of considering motivation levels in designing effective educational games and suggests further research in this area to enhance computational thinking teaching.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Pho, A., Dinscore, A.: Game-based learning. Instruction Section (2015)

    Google Scholar 

  2. Carlo, H.A.P., Featherstone, G., Houghton, E.: Game-based learning: latest evidence and future directions (NFER research programme: Innovation in education). 04 (2013)

    Google Scholar 

  3. Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006)

    Article  Google Scholar 

  4. Teach.com. Teaching methods (2020). Accessed 09 Jan 2022

    Google Scholar 

  5. Cicchino, M.I.: Using game-based learning to foster critical thinking in student discourse. Interdisc. J. Probl.-Based Learn. 9(2), 4 (2015)

    Google Scholar 

  6. Jun, S., Han, S., Kim, S.: Effect of design-based learning on improving computational thinking (2016)

    Google Scholar 

  7. Grand Canyon University. What is game-based learning? (2021)

    Google Scholar 

  8. Theodoropoulos, A., Lepouras, G.: Digital Game-Based Learning and Computational Thinking in P-12 Education: A Systematic Literature Review on Playing Games for Learning Programming, pp. 159–183 (2020)

    Google Scholar 

  9. Hsu, Y.-T.H.T.-C., Chang, S.-C.: How to learn and how to teach computational thinking: suggestions based on a review of the literature. Comput. Educ. 126, 296–310 (2018)

    Article  Google Scholar 

  10. Korur, E.K., Oner, D.: Coding with minecraft: the development of middle school students’ computational thinking. ACM Trans. Comput. Educ. 22, 1–19 (2022)

    Google Scholar 

  11. Steinmaurer, A., Pirker, J., Gütl, C.: sCool - game-based learning in computer science class a case study in secondary education. Int. J. Eng. Pedagogy 9(2), 35–50 (2019)

    Article  Google Scholar 

  12. Araujo, A.L.S.O., Santos, J.S., Andrade, W.L., Guerrero, D.D.S., Dagiene, V.: Exploring computational thinking assessment in introductory programming courses. In: 2017 IEEE Frontiers in Education Conference (FIE), pp. 1–9, Indianapolis, IN, October (2017). IEEE

    Google Scholar 

  13. Vilnius University. Bebras international challenge on informatics and computational thinking

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alexander Steinmaurer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Bajramović, A., Steinmaurer, A., Gütl, C. (2024). Playing Video Games to Learn Computational Thinking? A Case Study of Game-Based Learning in Secondary CS Education. In: Auer, M.E., Cukierman, U.R., Vendrell Vidal, E., Tovar Caro, E. (eds) Towards a Hybrid, Flexible and Socially Engaged Higher Education. ICL 2023. Lecture Notes in Networks and Systems, vol 901. Springer, Cham. https://doi.org/10.1007/978-3-031-53022-7_47

Download citation

Publish with us

Policies and ethics