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Proceeding Paper

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

1
School of Big Data, Fuzhou University of International Studies and Trade, Fuzhou 350202, China
2
Department of Computer Science, National Yang-Ming Chiao Tung University, Hsinchu 30010, Taiwan
3
Institute of Network Engineering, National Yang-Ming Chiao Tung University, Hsinchu 30010, Taiwan
*
Author to whom correspondence should be addressed.
Presented at the IEEE 5th Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, Tainan, Taiwan, 2–4 June 2023.
Eng. Proc. 2023, 55(1), 31; https://doi.org/10.3390/engproc2023055031
Published: 29 November 2023

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.
Keywords: computational thinking; digital games; digital literacy; game-based learning; K-12 education computational thinking; digital games; digital literacy; game-based learning; K-12 education

Share and Cite

MDPI and ACS Style

Chen, L.-X.; Su, S.-W.; Chen, Y.-Y.; Liao, C.-H.; Yuan, S.-M. A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education. Eng. Proc. 2023, 55, 31. https://doi.org/10.3390/engproc2023055031

AMA Style

Chen L-X, Su S-W, Chen Y-Y, Liao C-H, Yuan S-M. A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education. Engineering Proceedings. 2023; 55(1):31. https://doi.org/10.3390/engproc2023055031

Chicago/Turabian Style

Chen, Li-Xian, Shih-Wen Su, Yen-Yun Chen, Chia-Hung Liao, and Shyan-Ming Yuan. 2023. "A Comparison of Online and Offline Digital Gameplay Activities in Promoting Computational Thinking in K-12 Education" Engineering Proceedings 55, no. 1: 31. https://doi.org/10.3390/engproc2023055031

APA Style

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), 31. https://doi.org/10.3390/engproc2023055031

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