Gamification and Computational Thinking in Education: A systematic literature review

Gamification and Computational Thinking in Education: A systematic literature review

13-03-2024 | Serafeim A. Triantafyllou, Theodosios Sapounidis, Yousef Farhaoui
This systematic literature review explores the integration of gamification and computational thinking in education, aiming to enhance students' cognitive development and digital skills. The study synthesizes theoretical backgrounds, reviews relevant literature, and examines specific applications of STEM (Science, Technology, Engineering, Mathematics) through gamification. The review searches four databases (Scopus, ScienceDirect, ACM Digital Library, and Springer Link) and selects 37 papers based on inclusion criteria. The findings indicate that gamification can significantly improve student engagement and motivation, while computational thinking fosters critical and analytical skills. The review highlights the importance of game mechanics and elements in well-designed STEM applications, which can enhance students' interest and problem-solving abilities. Additionally, the study discusses various theoretical frameworks, such as motivation theory, achievement goal theory, self-determination theory, social learning theory, and feedback, that support the integration of gamification and computational thinking in educational contexts. The review also explores specific STEM applications, including Knowma+ and CodeCombat, which effectively combine pedagogical strategies with gamification to foster computational thinking and problem-solving skills. Overall, the study provides a comprehensive overview of the current research and suggests that the integration of gamification and computational thinking can significantly benefit students' educational experiences.This systematic literature review explores the integration of gamification and computational thinking in education, aiming to enhance students' cognitive development and digital skills. The study synthesizes theoretical backgrounds, reviews relevant literature, and examines specific applications of STEM (Science, Technology, Engineering, Mathematics) through gamification. The review searches four databases (Scopus, ScienceDirect, ACM Digital Library, and Springer Link) and selects 37 papers based on inclusion criteria. The findings indicate that gamification can significantly improve student engagement and motivation, while computational thinking fosters critical and analytical skills. The review highlights the importance of game mechanics and elements in well-designed STEM applications, which can enhance students' interest and problem-solving abilities. Additionally, the study discusses various theoretical frameworks, such as motivation theory, achievement goal theory, self-determination theory, social learning theory, and feedback, that support the integration of gamification and computational thinking in educational contexts. The review also explores specific STEM applications, including Knowma+ and CodeCombat, which effectively combine pedagogical strategies with gamification to foster computational thinking and problem-solving skills. Overall, the study provides a comprehensive overview of the current research and suggests that the integration of gamification and computational thinking can significantly benefit students' educational experiences.
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