Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review
Abstract
:1. Introduction
- RQ1: What are the characteristics, specifications, and outcomes of the studies that explored the use of serious games and digital games to support students’ computational thinking and programming skills?
- RQ2: What are the main benefits and disadvantages of integrating serious games when focusing on students’ computational thinking and programming skills?
- RQ3: How do serious games influence K-12 students’ computational thinking and programming skills?
- RQ4: What are the key design aspects and principles?
2. Related Work
3. Materials and Methods
4. Result Analysis
4.1. Document Collection Analysis
4.2. Theoretical and Review Studies Analysis
4.3. Proposal and Showcase Studies Analysis
4.4. Experimental and Case Studies Analysis
- Computational Thinking Test [120].
- Technology Acceptance Model (TAM) [121].
- CS Cognitive Load Component Survey (CS CLCS) [122].
- Children IMI Interest/Enjoyment Scale [123].
- Computational Learning Test (CLT) [124].
- Thai Game Experience Questionnaire (THGEQ) [125].
- Game Experience Questionnaire (GEQ) [126].
- Computational Thinking Test for Lower Primary (CTtLP) [127].
- Elementary Student Coding Attitudes Survey (ESCAS) [128].
- Beginners Computational Thinking test [129].
- Gamefulquest [130].
- the Model for the Evaluation of Educational Games + (MEEGA+) [131].
- New General Self-Efficacy (NGSE) [132].
- Computer Science Attitudes (CSA) [133].
- Value-Expectancy STEM Assessment Scale (VESAS) [134].
- System usability scale (SUS) [135].
- EGameFlow [136].
- New Computer Game Attitude Scale (NCGAS) [137].
4.5. Main Benefits and Challenges of Using Serious Games in Education
5. Discussion
6. Conclusions
- Follow collaborative design and development approaches and strategies and involve education stakeholders.
- Provide a variety of dynamic and interactive content, tasks, and mechanics.
- Offer real-time and personalized feedback and assessment.
- Support scaffolding, multimedia, and accessibility features and materials.
- Contain reward mechanics and levels of increasing difficulty.
- Promote social interaction and collaboration with other peers and non-player characters (NPCs).
- Focus on learning objectives but maintain a balance between enjoyment and learning.
- Emphasize user experience by improving usability and having user-friendly interfaces.
- Contain data collection mechanics to assess students’ performance and the effectiveness of the game.
- Offer adaptive and personalized experiences.
- Consider learners’ characteristics, preferences, and existing knowledge and skills.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Categories | References |
---|---|
Theoretical and Review studies (n = 9, 11.5%) | [42,43,44,45,46,47,48,49,50] |
Showcase and Proposal studies (n = 11, 14.1%) | [51,52,53,54,55,56,57,58,59,60,61] |
Experimental and case studies (n = 58, 74.3%) | [62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119] |
Outlet Name | Number of Documents |
---|---|
Education and Information Technologies | 5 |
Journal of Educational Computing Research | 4 |
IEEE Global Engineering Education Conference (EDUCON) | 3 |
British Journal of Educational Technology | 2 |
ACM Transactions on Computing Education | 2 |
Journal of Computers in Education | 2 |
APSCE International Conference on Computational Thinking and STEM Education (CTE-STEM) | 2 |
European Conference on Games Based Learning (ECGBL) | 2 |
Computers in Human Behavior | 2 |
IEEE Transactions on Learning Technologies | 2 |
International Conference on Advanced Learning Technologies (ICALT) | 2 |
International Conference on Artificial Intelligence in Education (AIED) | 2 |
International Conference of the Immersive Learning Research Network (iLRN) | 2 |
ACM Special Interest Group on Computer Science Education (SIGCSE) Conference | 2 |
Benefits | Frequency | Percentage | References |
---|---|---|---|
Increases learning performance | 29 | 50.0% | [63,64,65,67,68,69,72,74,76,77,81,82,83,86,87,89,93,94,99,100,101,104,105,108,109,110,113,114,118] |
Improves learning enjoyment | 22 | 37.9% | [62,63,69,70,71,72,73,77,78,79,81,82,85,86,88,89,93,97,108,112,114,115] |
Enhances learning motivation | 18 | 31.0% | [63,64,70,71,72,73,77,80,81,82,89,93,94,97,101,108,109,114] |
Promotes students’ active involvement | 12 | 20.7% | [64,71,72,73,81,82,86,89,93,108,114,118] |
Positively viewed by students | 11 | 19.0% | [62,64,66,81,93,97,104,106,107,115,117] |
Ease of use | 10 | 17.2% | [64,66,73,78,81,85,98,106,108,117] |
Provides real-time feedback and support | 5 | 8.6% | [78,82,87,95,96] |
Promotes collaborative learning | 5 | 8.6% | [67,89,108,115,118] |
Improves confidence | 4 | 6.9% | [86,93,106,108] |
Reduces cognitive strain | 2 | 3.4% | [64,109] |
Challenges and Disadvantages | Frequency | Percentage | References |
---|---|---|---|
Increased cognitive strain for some students | 5 | 8.6% | [70,72,75,77,111] |
Students required assistance to play the game and complete the learning tasks | 3 | 5.2% | [77,101,112] |
Students expressed negative feelings (e.g., dislike, boredom, lack of freedom etc.) | 3 | 5.2% | [70,75,77] |
Technical difficulties | 3 | 5.2% | [70,77,112] |
Unclear learning goals and tasks | 2 | 3.4% | [70,111] |
The game made programming tedious | 2 | 3.4% | [70,115] |
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Gundersen, S.W.; Lampropoulos, G. Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review. Technologies 2025, 13, 113. https://doi.org/10.3390/technologies13030113
Gundersen SW, Lampropoulos G. Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review. Technologies. 2025; 13(3):113. https://doi.org/10.3390/technologies13030113
Chicago/Turabian StyleGundersen, Sindre Wennevold, and Georgios Lampropoulos. 2025. "Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review" Technologies 13, no. 3: 113. https://doi.org/10.3390/technologies13030113
APA StyleGundersen, S. W., & Lampropoulos, G. (2025). Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review. Technologies, 13(3), 113. https://doi.org/10.3390/technologies13030113